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

Nikolay Sivov bunglehead at gmail.com
Sat Aug 21 04:42:25 CDT 2021


On Fri, 20 Aug 2021 at 22:26, Matteo Bruni <matteo.mystral at gmail.com> wrote:

> 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.


I do have GetShaderDesc() fully working now, including stripping some of
the information on Optimize(). That’s a small number of patches.


>
> > 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.
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://www.winehq.org/pipermail/wine-devel/attachments/20210821/7764447b/attachment.htm>


More information about the wine-devel mailing list