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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
@@ -1169,6 +1169,7 @@ void hlsl_free_var(struct hlsl_ir_var *decl);
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struct hlsl_ir_function *hlsl_get_function(struct hlsl_ctx *ctx, const char *name);
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struct hlsl_ir_function_decl *hlsl_get_func_decl(struct hlsl_ctx *ctx, const char *name);
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const struct hlsl_profile_info *hlsl_get_target_info(const char *target);
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struct hlsl_type *hlsl_get_type(struct hlsl_scope *scope, const char *name, bool recursive, bool case_insensitive);
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struct hlsl_ir_var *hlsl_get_var(struct hlsl_scope *scope, const char *name);
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