[PATCH vkd3d] vkd3d-shader: Skip generating SM1 array operations.

Matteo Bruni matteo.mystral at gmail.com
Wed Aug 11 07:48:59 CDT 2021


On Wed, Aug 11, 2021 at 2:31 PM Henri Verbeet <hverbeet at gmail.com> wrote:
>
> On Wed, 11 Aug 2021 at 13:50, Matteo Bruni <mbruni at codeweavers.com> wrote:
> > @@ -768,6 +768,11 @@ static void write_sm1_instructions(struct hlsl_ctx *ctx, struct vkd3d_bytecode_b
> >                  FIXME("Matrix operations need to be lowered.\n");
> >                  break;
> >              }
> > +            if (instr->data_type->type == HLSL_CLASS_ARRAY)
> > +            {
> > +                FIXME("Array operations need to be split.\n");
> > +                break;
> > +            }
> >
> Should that be a compiler error/warning instead? Arguably that would
> apply to FIXMEs/ERRs in compiler code in general; I think there are
> very few cases where we don't want those to be compiler messages
> instead.

I guess that's a possibility. In general we're currently ignoring a
lot of error conditions caused by missing compiler features. We could
certainly start switching it over to spewing errors instead (or
better, implementing the missing features). It feels to me that we
will eventually want to do that for sure but maybe not right away. At
this point I'd push the compiler a bit further, then e.g. as soon as
trivial shaders start to be compiled correctly for both SM1 and SM4 we
can start tightening it up so that the compiler either generates
correct bytecode or errors out with some compilation message.

I can certainly be convinced otherwise though.



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