vkd3d-shader/d3dbc: Do not fail parsing the shader when undeclared inputs are encountered.

These can be disassembled by D3DDisassemble() just fine, and perhaps
more importantly, shader model 1 vertex shaders do not require dcl_
instructions in Direct3D 8.
This commit is contained in:
Henri Verbeet 2024-01-23 19:31:41 +01:00 committed by Alexandre Julliard
parent 8c6f5b847b
commit fef30dac2c
Notes: Alexandre Julliard 2024-01-29 22:53:26 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/610
2 changed files with 5 additions and 7 deletions

View File

@ -587,7 +587,7 @@ static void add_signature_mask(struct vkd3d_shader_sm1_parser *sm1, bool output,
if (!(element = find_signature_element_by_register_index(signature, register_index)))
{
vkd3d_shader_parser_error(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_UNDECLARED_SEMANTIC,
vkd3d_shader_parser_warning(&sm1->p, VKD3D_SHADER_ERROR_D3DBC_UNDECLARED_SEMANTIC,
"%s register %u was used without being declared.", output ? "Output" : "Input", register_index);
return;
}

View File

@ -1583,8 +1583,7 @@ static void test_disassemble_shader(void)
ok(hr == E_INVALIDARG, "Got hr %#x.\n", hr);
hr = D3DDisassemble(vs_1_1, sizeof(vs_1_1), 0, NULL, &blob);
todo ok(hr == S_OK, "Got hr %#x.\n", hr);
if (SUCCEEDED(hr))
ok(hr == S_OK, "Got hr %#x.\n", hr);
ID3D10Blob_Release(blob);
hr = D3DDisassemble(vs_2_0, sizeof(vs_2_0), 0, NULL, &blob);
@ -1592,8 +1591,7 @@ static void test_disassemble_shader(void)
ID3D10Blob_Release(blob);
hr = D3DDisassemble(vs_3_0, sizeof(vs_3_0), 0, NULL, &blob);
todo ok(hr == S_OK, "Got hr %#x.\n", hr);
if (SUCCEEDED(hr))
ok(hr == S_OK, "Got hr %#x.\n", hr);
ID3D10Blob_Release(blob);
hr = D3DDisassemble(vs_4_0, sizeof(vs_4_0), 0, NULL, &blob);