vkd3d-shader: Use a separate allocation for the "semantic_name" field of shader signature elements.

For tpf shader this would previously be a pointer into the original
shader code, and for d3dbc shaders we'd use static strings.
Unfortunately the dxil parser creates shader signatures where these
are pointers to metadata strings, and those go away when we call
sm6_parser_cleanup().

We could conceivably store a flag in the shader signature to indicate
whether shader_signature_cleanup()/vkd3d_shader_free_shader_signature()
should free the "semantic_name" field. It'd be a little ugly, and seems
unlikely to be worth it, but I'd be willing to be convinced.
This commit is contained in:
Henri Verbeet
2024-05-21 20:11:26 +02:00
committed by Alexandre Julliard
parent 105ef28273
commit b5ac6ac636
Notes: Alexandre Julliard 2024-05-23 23:23:55 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/880
4 changed files with 43 additions and 5 deletions

View File

@@ -9445,7 +9445,22 @@ static enum vkd3d_result sm6_parser_read_signature(struct sm6_parser *sm6, const
}
}
vkd3d_free(s->elements);
for (i = 0; i < operand_count; ++i)
{
if ((elements[i].semantic_name = vkd3d_strdup(elements[i].semantic_name)))
continue;
vkd3d_shader_parser_error(&sm6->p, VKD3D_SHADER_ERROR_DXIL_OUT_OF_MEMORY,
"Failed to allocate signature element semantic name.");
for (j = 0; j < i; ++j)
{
vkd3d_free((void *)elements[j].semantic_name);
}
vkd3d_free(elements);
return VKD3D_ERROR_OUT_OF_MEMORY;
}
shader_signature_cleanup(s);
s->elements = elements;
s->element_count = operand_count;