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vkd3d-shader: Embed the parsing location in vkd3d_shader_instruction.
So that it can be used for printing meaningful error locations by downstream processors.
This commit is contained in:
committed by
Alexandre Julliard
parent
531c41306d
commit
cf871d2cb2
Notes:
Alexandre Julliard
2023-09-22 22:46:19 +02:00
Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/317
@@ -1098,7 +1098,7 @@ static void shader_sm1_read_instruction(struct vkd3d_shader_sm1_parser *sm1, str
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goto fail;
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}
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vsir_instruction_init(ins, opcode_info->vkd3d_opcode);
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vsir_instruction_init(ins, &sm1->p.location, opcode_info->vkd3d_opcode);
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ins->flags = (opcode_token & VKD3D_SM1_INSTRUCTION_FLAGS_MASK) >> VKD3D_SM1_INSTRUCTION_FLAGS_SHIFT;
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ins->coissue = opcode_token & VKD3D_SM1_COISSUE;
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ins->raw = false;
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