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

Henri Verbeet hverbeet at gmail.com
Tue Jan 12 05:35:20 CST 2021


On Tue, 12 Jan 2021 at 12:20, Alexandre Julliard <julliard at winehq.org> wrote:
> 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...
>
We do support PE builds of vkd3d, but I was under the impression we
would be able to interface with host libraries using the
__wine_init_unix_lib() mechanism.



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