[PATCH 4/5] d3dcompiler: Always use vkd3d-shader's preprocessor.

Matteo Bruni matteo.mystral at gmail.com
Mon Mar 28 10:11:19 CDT 2022


On Mon, Mar 28, 2022 at 5:09 PM Matteo Bruni <matteo.mystral at gmail.com> wrote:
>
> On Mon, Mar 28, 2022 at 4:59 PM Zebediah Figura <zfigura at codeweavers.com> wrote:
> >
> > On 3/28/22 07:12, Matteo Bruni wrote:
> > > diff --git a/dlls/d3dx9_36/tests/asm.c b/dlls/d3dx9_36/tests/asm.c
> > > index 9b4e82f218a..bfc84b2f9c2 100644
> > > --- a/dlls/d3dx9_36/tests/asm.c
> > > +++ b/dlls/d3dx9_36/tests/asm.c
> > > @@ -259,7 +259,7 @@ static void assembleshader_test(void)
> > >       messages = NULL;
> > >       hr = D3DXAssembleShader(testshader2, strlen(testshader2), NULL, &include.ID3DXInclude_iface,
> > >                               D3DXSHADER_SKIPVALIDATION, &shader, &messages);
> > > -    ok(hr == D3D_OK, "D3DXAssembleShader test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
> > > +    todo_wine ok(hr == D3D_OK, "D3DXAssembleShader test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
> > >       if(messages) {
> > >           trace("recursive D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
> > >           ID3DXBuffer_Release(messages);
> >
> > What's the cause of this failure?
>
> There is no define for "REGISTER" there so it ends up unchanged in the
> preprocessed source. Somehow native doesn't flinch and returns S_OK
> anyway (IIRC the output shader has no actual instructions, just the
> version token and the end token)...

Native D3DXAssembleShader(), that is.



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