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17d6a4411e
Note that in the future we should call validate_static_object_references() after DCE and pruning branches, because shaders such as these compile (at least in more modern versions of the native compiler): Branch pruning: ``` static RWTexture2D<float> tex; float4 main() : sv_target { if (0) { tex[int2(0, 0)] = 2; } return 0; } ``` DCE: ``` static Texture2D tex; uniform uint i; float4 main() : sv_target { float4 unused = tex.Load(int3(0, 1, 2)); return 0; } ``` These are "todo" tests in hlsl-static-initializer.shader_test that depend on this. |
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checksum.c | ||
d3dbc.c | ||
dxbc.c | ||
glsl.c | ||
hlsl_codegen.c | ||
hlsl_constant_ops.c | ||
hlsl_sm1.c | ||
hlsl_sm4.c | ||
hlsl.c | ||
hlsl.h | ||
hlsl.l | ||
hlsl.y | ||
libvkd3d-shader.pc.in | ||
preproc.h | ||
preproc.l | ||
preproc.y | ||
sm4.h | ||
spirv.c | ||
trace.c | ||
vkd3d_shader_main.c | ||
vkd3d_shader_private.h | ||
vkd3d_shader.map |