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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
@@ -1324,8 +1324,7 @@ void vkd3d_shader_vnote(struct vkd3d_shader_message_context *context, const stru
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void vkd3d_shader_vwarning(struct vkd3d_shader_message_context *context, const struct vkd3d_shader_location *location,
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enum vkd3d_shader_error error, const char *format, va_list args);
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void vkd3d_shader_dump_shader(enum vkd3d_shader_source_type source_type,
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const char *prefix, const struct vkd3d_shader_code *shader);
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void vkd3d_shader_dump_shader(const struct vkd3d_shader_compile_info *compile_info);
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void vkd3d_shader_trace_text_(const char *text, size_t size, const char *function);
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#define vkd3d_shader_trace_text(text, size) \
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vkd3d_shader_trace_text_(text, size, __FUNCTION__)
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