vkd3d-shader/fx: Pad fx_2_0 object data blobs with zeroes.
Signed-off-by: Nikolay Sivov nsivov@codeweavers.com
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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.
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.
added 19 commits
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a43ba08c...803bf596 - 18 commits from branch
wine:master
- 21e08955 - vkd3d-shader/fx: Pad fx_2_0 object data blobs with zeroes.
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a43ba08c...803bf596 - 18 commits from branch