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

Alexandre Julliard julliard at winehq.org
Tue Jan 12 05:20:36 CST 2021


Henri Verbeet <hverbeet at gmail.com> writes:

> 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.

You'd need a PE build of vkd3d-shader then...

-- 
Alexandre Julliard
julliard at winehq.org



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