On 8/26/21 10:48 AM, Matteo Bruni wrote:
On Tue, Aug 24, 2021 at 8:19 AM Zebediah Figura <zfigura(a)codeweavers.com> wrote:
Signed-off-by: Zebediah Figura <zfigura(a)codeweavers.com> --- Makefile.am | 1 - libs/vkd3d-shader/hlsl_sm4.c | 62 ++++++++++++++++++++++++++++++++++++ 2 files changed, 62 insertions(+), 1 deletion(-)
diff --git a/libs/vkd3d-shader/hlsl_sm4.c b/libs/vkd3d-shader/hlsl_sm4.c index 27058fef..32a4eda1 100644 --- a/libs/vkd3d-shader/hlsl_sm4.c +++ b/libs/vkd3d-shader/hlsl_sm4.c
+ default: + { + struct vkd3d_string_buffer *string; + + if ((string = hlsl_type_to_string(ctx, expr->node.data_type))) + hlsl_fixme(ctx, expr->node.loc, "SM4 %s expression.", string->buffer); + hlsl_release_string_buffer(ctx, string); + break; + } + } +}
This means that the hlsl_fixme(), and thus the compilation failure, only happens when hlsl_type_to_string() succeeds. It's a pretty theoretical issue but still a bit surprising.
That's true in general. On the other hand, if hlsl_type_to_string fails, it'll set ctx->result to VKD3D_ERROR_OUT_OF_MEMORY, which vkd3d_shader_compile() will return. Since we almost certainly can't print an error at that point anyway, I think that qualifies as the best we can do.