On Tue May 16 10:27:25 2023 +0000, Giovanni Mascellani wrote:
Maybe I'm nitpicking too much, but that doesn't seem completely true: if `vkd3d_shader_compile()` is invoked for HLSL compilation, any `vkd3d_shader_scan_signature_info` structure in the next chain is just ignored, not zeroed.
True. On the other hand, it's zeroed for d3dbc, and we probably want to zero it everywhere else for consistency...