[PATCH] d3d9/tests: Add more tests for shader validator.

Paul Gofman pgofman at codeweavers.com
Mon Jan 11 13:15:42 CST 2021


On 1/11/21 21:18, Henri Verbeet wrote:
> On Mon, 11 Jan 2021 at 19:02, Paul Gofman <pgofman at codeweavers.com> wrote:
>> As soon as there is just one game known so far which happens to depend
>> on this validation, and we are unlikely to see more of such, I thought
>> of implementing only the minimum checks required in place (based on how
>> that is done in d3dx9 for, e. g., D3DX9GetShaderSemantics()). I've
>> attached some draft patches to the bug here:
>> https://bugs.winehq.org/attachment.cgi?id=69101. Do you think that is a
>> possible way to go? Or are there any plans for d3d compiler to use d3d9
>> shader validator, the same way as native maybe does?
>>
> The long-term plan is for pretty much all of the d3dx9 and d3dcompiler
> shader handling code to be implemented in vkd3d-shader. For new code
> it probably makes the most sense to implement it there in the first
> place, instead of moving it over later.

I will check that but I am pretty sure doing the actual check in the end
through vkd3d_shader_scan() should do for this bug. I am not sure which
is the best way to interface that d3d9, should we add a helper to
wined3d for vkd3d_shader_scan()?




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