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vkd3d-shader/fx: Pad fx_2_0 object data blobs with zeroes.

Merged Nikolay Sivov requested to merge nsivov/vkd3d:fx_2_object_pad into master
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Signed-off-by: Nikolay Sivov nsivov@codeweavers.com

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Merged by Henri VerbeetHenri Verbeet 2 weeks ago (Mar 18, 2025 3:05pm UTC)

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  • Author Developer

    Another option is to call bytecode_align() variant that's using zero byte instead of 0xab.

    • Another option is to call bytecode_align() variant that's using zero byte instead of 0xab.

      It would probably make sense to store a padding byte in struct vkd3d_bytecode_buffer, and then use that in bytecode_align(). If you'd like to make that happen it would be much appreciated. The slightly annoying part is likely going to be that we don't currently have a vkd3d_bytecode_buffer_init() function, so tracking down all instances of struct vkd3d_bytecode_buffer may take a bit of effort.

      I don't hate the current patch either though, so let me know if you'd prefer to just apply that.

    • Author Developer

      I think we can apply current patch, and then revisit once every distinct effect piece is supported in the fx writer. I do recall there were some inconsistency with either 0xab not being used at all for fx (which is good), or sometimes zeroes are used. I don't remember where that was.

      In principle it shouldn't matter, but I think it's good to have it match exactly when it's easy.

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  • Henri Verbeet approved this merge request

    approved this merge request

  • Henri Verbeet added 19 commits

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