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vkd3d-shader: Dump shaders as soon as possible.
So that they are dumped even if parsing fails, which is a circumstance in which one likely wants to see the problematic shader. The downside of that is that for shader types other than HLSL the profile is not written any more in the filename. This should not be a big problem, because in those cases the shader describes its own type. When dumping an HLSL shader, the id is brought in front of the profile in the file name, in order to make it more tab-friendly: when dealing with a directory full of shaders it's likely that the id determines the profile, but the other way around.
This commit is contained in:
committed by
Alexandre Julliard
parent
ab09c0b45b
commit
dd96fe50e2
Notes:
Alexandre Julliard
2023-11-02 22:49:26 +01:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/424
@@ -3260,7 +3260,7 @@ unsigned int hlsl_combine_swizzles(unsigned int first, unsigned int second, unsi
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return ret;
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}
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static const struct hlsl_profile_info *get_target_info(const char *target)
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const struct hlsl_profile_info *hlsl_get_target_info(const char *target)
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{
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unsigned int i;
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@@ -3627,14 +3627,12 @@ int hlsl_compile_shader(const struct vkd3d_shader_code *hlsl, const struct vkd3d
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}
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entry_point = hlsl_source_info->entry_point ? hlsl_source_info->entry_point : "main";
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if (!(profile = get_target_info(hlsl_source_info->profile)))
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if (!(profile = hlsl_get_target_info(hlsl_source_info->profile)))
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{
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FIXME("Unknown compilation target %s.\n", debugstr_a(hlsl_source_info->profile));
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return VKD3D_ERROR_NOT_IMPLEMENTED;
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}
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vkd3d_shader_dump_shader(compile_info->source_type, profile->name, &compile_info->source);
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if (compile_info->target_type == VKD3D_SHADER_TARGET_D3D_BYTECODE && profile->major_version > 3)
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{
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vkd3d_shader_error(message_context, NULL, VKD3D_SHADER_ERROR_HLSL_INCOMPATIBLE_PROFILE,
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