On Wed, 2 Dec 2020 at 19:00, Zebediah Figura (she/her) zfigura@codeweavers.com wrote:
On 12/2/20 8:32 AM, Henri Verbeet wrote:
On Wed, 2 Dec 2020 at 06:21, Zebediah Figura zfigura@codeweavers.com wrote:
@@ -832,7 +836,7 @@ int vkd3d_shader_scan(const struct vkd3d_shader_compile_info *compile_info, char if (messages) *messages = NULL;
- if ((ret = vkd3d_shader_validate_compile_info(compile_info)) < 0)
- if ((ret = vkd3d_shader_validate_compile_info(compile_info, false)) < 0) return ret;
This makes vkd3d_shader_scan() ignore the target type. Maybe that's ok, but it probably deserves a bit more thought than being a side effect of this patch, as well as some updates to the API documentation.
I figured it was sensible enough to be obvious, but that's fair enough.
I can certainly see the argument for ignoring it, but there's somewhat of an open question about whether the target type can influence what vkd3d_shader_scan() returns for a particular shader, or whether that purely depends on the source type and (potentially) chained output structures.