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

Henri Verbeet hverbeet at gmail.com
Tue Jan 12 05:17:36 CST 2021


On Mon, 11 Jan 2021 at 20:15, Paul Gofman <pgofman at codeweavers.com> wrote:
> 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()?
>
I'm not sure there's much of a point to going through wined3d for
this; as far as I'm concerned it would be fine to call
vkd3d_shader_scan() directly from d3d9.



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