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[d3d11] Disallow mismatching shader bytecode and type
Fixes a wine test which lead to a "refcounting bug" down the line.
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@ -34,7 +34,11 @@ namespace dxvk {
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// Decide whether we need to create a pass-through
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// geometry shader for vertex shader stream output
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bool passthroughShader = pDxbcModuleInfo->xfb != nullptr
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&& module.programInfo().type() != DxbcProgramType::GeometryShader;
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&& (module.programInfo().type() == DxbcProgramType::VertexShader
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|| module.programInfo().type() == DxbcProgramType::DomainShader);
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if (module.programInfo().shaderStage() != pShaderKey->type() && !passthroughShader)
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throw DxvkError("Mismatching shader type.");
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m_shader = passthroughShader
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? module.compilePassthroughShader(*pDxbcModuleInfo, name)
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