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vkd3d-shader/fx: Correct empty pass check.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Notes:
Henri Verbeet
2024-07-23 15:42:44 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/937
@ -189,8 +189,8 @@ static uint32_t write_string(const char *string, struct fx_write_context *fx)
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static void write_pass(struct hlsl_ir_var *var, struct fx_write_context *fx)
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{
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if (var->state_block_count)
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hlsl_fixme(fx->ctx, &var->loc, "Write state block assignments.");
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if (var->state_block_count && var->state_blocks[0]->count)
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hlsl_fixme(fx->ctx, &var->loc, "Write pass assignments.");
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fx->ops->write_pass(var, fx);
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}
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@ -7,14 +7,14 @@ shader model < 6.0
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technique10 t1 < int a = 1; > {}
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technique10 t2 < int a = 2; int t1 = 3; int t2 = 4; > {}
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[effect todo]
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[effect]
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// Annotations on passes
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technique10 t1 < int a = 1; >
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{
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pass < int t1 = 2; > {}
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}
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[effect todo]
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[effect]
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// Using names from the global scope
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float a;
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