[PATCH vkd3d v2 5/5] vkd3d-shader: Make some FIXME messages into proper compiler errors.

Henri Verbeet hverbeet at gmail.com
Thu Aug 12 10:53:31 CDT 2021


On Thu, 12 Aug 2021 at 06:47, Zebediah Figura <zfigura at codeweavers.com> wrote:
> ---
> Alternate approach I came up with, that I think I like better.
>
> At least I'd like to keep printing messages to the console via FIXME; they're
> not going to show up otherwise.
>
I'm fine with this; I mostly just care that these messages end up in
the compiler output. That said, is the above really true?
vkd3d-compiler is certainly going to print error messages by default,
and presumably e.g. d3dcompiler would print them using its own debug
facilities, similar to what wined3d does with vkd3d_shader_compile()
(and e.g. GLSL compiler) messages.

> @@ -112,6 +112,7 @@ enum vkd3d_shader_error
>      VKD3D_SHADER_ERROR_HLSL_INVALID_RETURN              = 5014,
>      VKD3D_SHADER_ERROR_HLSL_OVERLAPPING_RESERVATIONS    = 5015,
>      VKD3D_SHADER_ERROR_HLSL_INVALID_RESERVATION         = 5016,
> +    VKD3D_SHADER_ERROR_HLSL_NOT_IMPLEMENTED             = 5299,
>
The above is probably fine, but note that it would make it harder to
later split the 5000-5299 range if we wanted to for some reason. At
the same time, the HLSL error codes are not in any released version of
vkd3d-shader yet, so you could still grab e.g. 5000 if we want a
"nice" number for this.



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