HLSL: More robust handling of bad shader input, catching a few more things.

This commit is contained in:
John Kessenich 2016-12-14 17:02:32 -07:00
parent dca93d6baa
commit 1e275c8486
6 changed files with 82 additions and 74 deletions

View file

@ -84,7 +84,7 @@ public:
void decomposeSampleMethods(const TSourceLoc&, TIntermTyped*& node, TIntermNode* arguments);
void decomposeGeometryMethods(const TSourceLoc&, TIntermTyped*& node, TIntermNode* arguments);
TIntermTyped* handleLengthMethod(const TSourceLoc&, TFunction*, TIntermNode*);
void addInputArgumentConversions(const TFunction&, TIntermNode*&) const;
void addInputArgumentConversions(const TFunction&, TIntermNode*&);
TIntermTyped* addOutputArgumentConversions(const TFunction&, TIntermOperator&);
void builtInOpCheck(const TSourceLoc&, const TFunction&, TIntermOperator&);
TFunction* handleConstructorCall(const TSourceLoc&, const TType&);