[PATCH 1/2] d3d10/effect: Handle geometry shader variables declared with stream output.

Matteo Bruni matteo.mystral at gmail.com
Fri Aug 20 14:25:49 CDT 2021

On Wed, Aug 18, 2021 at 9:52 AM Nikolay Sivov <nsivov at codeweavers.com> wrote:
> Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
> ---
> This change allows effects with such variables to be parsed at all, next step to make it actually
> useful would be to parse declaration string to D3D10_SO_DECLARATION_ENTRY[] array.
> Since GetShaderDesc() is not implemented, for testing purposes declaration string could be checked via +d3d10 traces.

Sure. We could also just implement GetShaderDesc(), it doesn't seem
that it will need to do much that isn't just copying the info that we
already have.

> Also worth noting that compiler seems to do only mask validation for declaration string, meaning that successful
> compilation does not mean that effect will be successfully created. Effect parsing then does further validation
> by checking semantics.

Maybe we could add some failure tests with invalid effects. We have
some for the HLSL compiler.

More information about the wine-devel mailing list