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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:
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
@@ -657,7 +657,15 @@ static bool vkd3d_shader_signature_from_shader_signature(struct vkd3d_shader_sig
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struct vkd3d_shader_signature_element *d = &signature->elements[i];
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struct signature_element *e = &src->elements[i];
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d->semantic_name = e->semantic_name;
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if (!(d->semantic_name = vkd3d_strdup(e->semantic_name)))
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{
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for (unsigned int j = 0; j < i; ++j)
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{
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vkd3d_free((void *)signature->elements[j].semantic_name);
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}
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vkd3d_free(signature->elements);
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return false;
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}
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d->semantic_index = e->semantic_index;
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d->stream_index = e->stream_index;
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d->sysval_semantic = e->sysval_semantic;
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@@ -1763,6 +1771,10 @@ void vkd3d_shader_free_root_signature(struct vkd3d_shader_versioned_root_signatu
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void shader_signature_cleanup(struct shader_signature *signature)
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{
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for (unsigned int i = 0; i < signature->element_count; ++i)
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{
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vkd3d_free((void *)signature->elements[i].semantic_name);
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}
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vkd3d_free(signature->elements);
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signature->elements = NULL;
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}
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@@ -1820,6 +1832,10 @@ void vkd3d_shader_free_shader_signature(struct vkd3d_shader_signature *signature
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{
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TRACE("signature %p.\n", signature);
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for (unsigned int i = 0; i < signature->element_count; ++i)
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{
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vkd3d_free((void *)signature->elements[i].semantic_name);
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}
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vkd3d_free(signature->elements);
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signature->elements = NULL;
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}
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