vkd3d-shader/ir: Use add_signature_element() to add clip planes.

In particular, ensure that the semantic name is not NULL. This is necessary to
avoid a crash when a later pass using vsir_signature_find_element_by_name(),
e.g. vsir_program_insert_vertex_fog(), iterates over the signature including the
new element.
This commit is contained in:
Elizabeth Figura
2025-05-19 22:24:52 -05:00
committed by Henri Verbeet
parent 3fb662c9e7
commit f5e0c47811
Notes: Henri Verbeet 2025-05-24 21:47:53 +02:00
Approved-by: Francisco Casas (@fcasas)
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1508

View File

@@ -1143,15 +1143,15 @@ static enum vkd3d_result vsir_program_ensure_ret(struct vsir_program *program,
return VKD3D_OK;
}
static bool add_signature_element(struct shader_signature *signature, const char *semantic_name,
uint32_t semantic_index, uint32_t mask, uint32_t register_index,
static struct signature_element *add_signature_element(struct shader_signature *signature,
const char *semantic_name, uint32_t semantic_index, uint32_t mask, uint32_t register_index,
enum vkd3d_shader_interpolation_mode interpolation_mode)
{
struct signature_element *new_elements, *e;
if (!(new_elements = vkd3d_realloc(signature->elements,
(signature->element_count + 1) * sizeof(*signature->elements))))
return false;
return NULL;
signature->elements = new_elements;
e = &signature->elements[signature->element_count++];
memset(e, 0, sizeof(*e));
@@ -1165,7 +1165,7 @@ static bool add_signature_element(struct shader_signature *signature, const char
e->register_index = register_index;
e->target_location = register_index;
e->interpolation_mode = interpolation_mode;
return true;
return e;
}
static enum vkd3d_result vsir_program_add_diffuse_output(struct vsir_program *program,
@@ -6363,9 +6363,9 @@ static enum vkd3d_result vsir_program_insert_clip_planes(struct vsir_program *pr
struct shader_signature *signature = &program->output_signature;
unsigned int low_signature_idx = ~0u, high_signature_idx = ~0u;
const struct vkd3d_shader_parameter1 *mask_parameter = NULL;
struct signature_element *new_elements, *clip_element;
uint32_t position_signature_idx, position_temp, mask;
static const struct vkd3d_shader_location no_loc;
struct signature_element *clip_element;
struct vkd3d_shader_instruction *ins;
unsigned int plane_count;
size_t new_pos;
@@ -6423,33 +6423,20 @@ static enum vkd3d_result vsir_program_insert_clip_planes(struct vsir_program *pr
plane_count = vkd3d_popcount(mask);
if (!(new_elements = vkd3d_realloc(signature->elements,
(signature->element_count + 2) * sizeof(*signature->elements))))
/* Register mask is ignored since we operate after I/O normalisation. */
if (!(clip_element = add_signature_element(signature, "SV_ClipDistance", 0,
vkd3d_write_mask_from_component_count(min(plane_count, 4)), 0, VKD3DSIM_NONE)))
return VKD3D_ERROR_OUT_OF_MEMORY;
signature->elements = new_elements;
low_signature_idx = signature->element_count;
clip_element = &signature->elements[signature->element_count++];
memset(clip_element, 0, sizeof(*clip_element));
low_signature_idx = clip_element - signature->elements;
clip_element->sysval_semantic = VKD3D_SHADER_SV_CLIP_DISTANCE;
clip_element->component_type = VKD3D_SHADER_COMPONENT_FLOAT;
clip_element->register_count = 1;
clip_element->mask = vkd3d_write_mask_from_component_count(min(plane_count, 4));
clip_element->used_mask = clip_element->mask;
clip_element->min_precision = VKD3D_SHADER_MINIMUM_PRECISION_NONE;
if (plane_count > 4)
{
high_signature_idx = signature->element_count;
clip_element = &signature->elements[signature->element_count++];
memset(clip_element, 0, sizeof(*clip_element));
if (!(clip_element = add_signature_element(signature, "SV_ClipDistance", 1,
vkd3d_write_mask_from_component_count(plane_count - 4), 0, VKD3DSIM_NONE)))
return VKD3D_ERROR_OUT_OF_MEMORY;
high_signature_idx = clip_element - signature->elements;
clip_element->sysval_semantic = VKD3D_SHADER_SV_CLIP_DISTANCE;
clip_element->semantic_index = 1;
clip_element->component_type = VKD3D_SHADER_COMPONENT_FLOAT;
clip_element->register_count = 1;
clip_element->mask = vkd3d_write_mask_from_component_count(plane_count - 4);
clip_element->used_mask = clip_element->mask;
clip_element->min_precision = VKD3D_SHADER_MINIMUM_PRECISION_NONE;
}
/* We're going to be reading from the output position, so we need to go