On Wed, Aug 18, 2021 at 9:52 AM Nikolay Sivov <nsivov@codeweavers.com> wrote:
>
> Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
> ---
>
> This change allows effects with such variables to be parsed at all, next step to make it actually
> useful would be to parse declaration string to D3D10_SO_DECLARATION_ENTRY[] array.
> Since GetShaderDesc() is not implemented, for testing purposes declaration string could be checked via +d3d10 traces.
Sure. We could also just implement GetShaderDesc(), it doesn't seem
that it will need to do much that isn't just copying the info that we
already have.
I do have GetShaderDesc() fully working now, including stripping some of the information on Optimize(). That’s a small number of patches.
> Also worth noting that compiler seems to do only mask validation for declaration string, meaning that successful
> compilation does not mean that effect will be successfully created. Effect parsing then does further validation
> by checking semantics.
Maybe we could add some failure tests with invalid effects. We have
some for the HLSL compiler.