[PATCH vkd3d 5/5] vkd3d-shader: Validate "compile_info" in vkd3d_shader_preprocess().
Henri Verbeet
hverbeet at gmail.com
Wed Dec 2 09:50:25 CST 2020
On Wed, 2 Dec 2020 at 19:00, Zebediah Figura (she/her)
<zfigura at codeweavers.com> wrote:
> On 12/2/20 8:32 AM, Henri Verbeet wrote:
> > On Wed, 2 Dec 2020 at 06:21, Zebediah Figura <zfigura at codeweavers.com> wrote:
> >> @@ -832,7 +836,7 @@ int vkd3d_shader_scan(const struct vkd3d_shader_compile_info *compile_info, char
> >> if (messages)
> >> *messages = NULL;
> >>
> >> - if ((ret = vkd3d_shader_validate_compile_info(compile_info)) < 0)
> >> + if ((ret = vkd3d_shader_validate_compile_info(compile_info, false)) < 0)
> >> return ret;
> >>
> > This makes vkd3d_shader_scan() ignore the target type. Maybe that's
> > ok, but it probably deserves a bit more thought than being a side
> > effect of this patch, as well as some updates to the API
> > documentation.
> >
>
> I figured it was sensible enough to be obvious, but that's fair enough.
I can certainly see the argument for ignoring it, but there's somewhat
of an open question about whether the target type can influence what
vkd3d_shader_scan() returns for a particular shader, or whether that
purely depends on the source type and (potentially) chained output
structures.
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