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vkd3d-shader/hlsl: Store parsed values in hlsl_ir_compile().
Makes emitting shaders from fx.c easier, and brings parsing failures upfront. Non-effect target profiles don't perform any type checks on ConstructGSWithSO(), nor use shader objects in any way, but they do check if the argument count is correct. So we create a GeometryShader object with NULL decl and profile when targeting non-effect profiles, so our type checks still work and implicit conversions aren't attempted.
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committed by
Henri Verbeet
parent
ffe1a433d9
commit
b17923b5ba
Notes:
Henri Verbeet
2025-12-09 17:21:49 +01:00
Approved-by: Francisco Casas (@fcasas) Approved-by: Nikolay Sivov (@nsivov) Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1340
@@ -1,4 +1,4 @@
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[pixel shader todo]
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[pixel shader]
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float4 main() : sv_target { return 0; }
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GeometryShader gs1 = CompileShader(gs_5_0, main());
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