d3d11: Add support for feature level 9 shaders.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-08-11 12:57:28 +02:00 committed by Alexandre Julliard
parent 98adaffc55
commit 74eace2a37
3 changed files with 82 additions and 19 deletions

View file

@ -45,6 +45,7 @@
#define TAG_OSGN MAKE_TAG('O', 'S', 'G', 'N')
#define TAG_SHDR MAKE_TAG('S', 'H', 'D', 'R')
#define TAG_SHEX MAKE_TAG('S', 'H', 'E', 'X')
#define TAG_AON9 MAKE_TAG('A', 'o', 'n', '9')
struct d3d_device;

View file

@ -24,47 +24,113 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d11);
static HRESULT shdr_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
struct aon9_header
{
struct wined3d_shader_desc *desc = ctx;
DWORD chunk_size;
DWORD shader_version;
DWORD unknown;
DWORD byte_code_offset;
};
struct shader_handler_context
{
D3D_FEATURE_LEVEL feature_level;
struct wined3d_shader_desc *desc;
};
static HRESULT shdr_handler(const char *data, DWORD data_size, DWORD tag, void *context)
{
const struct shader_handler_context *ctx = context;
struct wined3d_shader_desc *desc = ctx->desc;
HRESULT hr;
switch (tag)
{
case TAG_ISGN:
if (ctx->feature_level <= D3D_FEATURE_LEVEL_9_3)
{
TRACE("Skipping shader input signature on feature level %#x.\n", ctx->feature_level);
break;
}
if (FAILED(hr = shader_parse_signature(data, data_size, &desc->input_signature)))
return hr;
break;
case TAG_OSGN:
if (ctx->feature_level <= D3D_FEATURE_LEVEL_9_3)
{
TRACE("Skipping shader output signature on feature level %#x.\n", ctx->feature_level);
break;
}
if (FAILED(hr = shader_parse_signature(data, data_size, &desc->output_signature)))
return hr;
break;
case TAG_SHDR:
case TAG_SHEX:
if (ctx->feature_level <= D3D_FEATURE_LEVEL_9_3)
{
TRACE("Skipping SM4+ shader code on feature level %#x.\n", ctx->feature_level);
break;
}
if (desc->byte_code)
FIXME("Multiple SHDR/SHEX chunks.\n");
FIXME("Multiple shader code chunks.\n");
desc->byte_code = (const DWORD *)data;
break;
case TAG_AON9:
if (ctx->feature_level <= D3D_FEATURE_LEVEL_9_3)
{
const struct aon9_header *header = (const struct aon9_header *)data;
unsigned int unknown_dword_count;
const char *byte_code;
if (data_size < sizeof(*header))
{
WARN("Invalid Aon9 data size %#x.\n", data_size);
return E_FAIL;
}
byte_code = data + header->byte_code_offset;
unknown_dword_count = (header->byte_code_offset - sizeof(*header)) / sizeof(DWORD);
if (data_size - 2 * sizeof(DWORD) < header->byte_code_offset)
{
WARN("Invalid byte code offset %#x (size %#x).\n", header->byte_code_offset, data_size);
return E_FAIL;
}
FIXME("Skipping %u unknown DWORDs.\n", unknown_dword_count);
if (desc->byte_code)
FIXME("Multiple shader code chunks.\n");
desc->byte_code = (const DWORD *)byte_code;
TRACE("Feature level 9 shader version 0%08x, 0%08x.\n", header->shader_version, *desc->byte_code);
}
else
{
TRACE("Skipping feature level 9 shader code on feature level %#x.\n", ctx->feature_level);
break;
}
break;
default:
FIXME("Unhandled chunk %s\n", debugstr_an((const char *)&tag, 4));
FIXME("Unhandled chunk %s.\n", debugstr_an((const char *)&tag, 4));
break;
}
return S_OK;
}
static HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, struct wined3d_shader_desc *desc)
static HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, struct wined3d_shader_desc *desc,
D3D_FEATURE_LEVEL feature_level)
{
struct shader_handler_context ctx = {feature_level, desc};
HRESULT hr;
desc->byte_code = NULL;
memset(&desc->input_signature, 0, sizeof(desc->input_signature));
memset(&desc->output_signature, 0, sizeof(desc->output_signature));
hr = parse_dxbc(dxbc, dxbc_length, shdr_handler, desc);
hr = parse_dxbc(dxbc, dxbc_length, shdr_handler, &ctx);
if (!desc->byte_code)
hr = E_INVALIDARG;
@ -431,7 +497,7 @@ static HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d
wined3d_mutex_lock();
wined3d_private_store_init(&shader->private_store);
if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc)))
if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level)))
{
WARN("Failed to extract shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
@ -637,7 +703,7 @@ static HRESULT d3d11_hull_shader_init(struct d3d11_hull_shader *shader, struct d
wined3d_mutex_lock();
wined3d_private_store_init(&shader->private_store);
if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc)))
if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level)))
{
WARN("Failed to extract shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
@ -824,7 +890,7 @@ static HRESULT d3d11_domain_shader_init(struct d3d11_domain_shader *shader, stru
wined3d_mutex_lock();
wined3d_private_store_init(&shader->private_store);
if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc)))
if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level)))
{
WARN("Failed to extract shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
@ -1115,7 +1181,7 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader, stru
wined3d_mutex_lock();
wined3d_private_store_init(&shader->private_store);
if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc)))
if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level)))
{
WARN("Failed to extract shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
@ -1432,7 +1498,7 @@ static HRESULT d3d_pixel_shader_init(struct d3d_pixel_shader *shader, struct d3d
wined3d_mutex_lock();
wined3d_private_store_init(&shader->private_store);
if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc)))
if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level)))
{
WARN("Failed to extract shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
@ -1636,7 +1702,7 @@ static HRESULT d3d11_compute_shader_init(struct d3d11_compute_shader *shader, st
wined3d_mutex_lock();
wined3d_private_store_init(&shader->private_store);
if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc)))
if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level)))
{
WARN("Failed to extract shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);

View file

@ -3717,7 +3717,6 @@ static void test_create_shader(void)
for (i = 0; i < sizeof(d3d11_feature_levels) / sizeof(*d3d11_feature_levels); ++i)
{
D3D_FEATURE_LEVEL feature_level = d3d11_feature_levels[i];
BOOL todo = feature_level <= D3D_FEATURE_LEVEL_9_3;
struct device_desc device_desc;
device_desc.feature_level = &feature_level;
@ -3730,20 +3729,17 @@ static void test_create_shader(void)
/* level_9 shaders */
hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_0, sizeof(ps_4_0_level_9_0), NULL, &ps);
todo_wine_if(todo)
ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_0 shader, hr %#x, feature level %#x.\n", hr, feature_level);
ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_0 shader, hr %#x, feature level %#x.\n", hr, feature_level);
if (SUCCEEDED(hr))
ID3D11PixelShader_Release(ps);
hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_1, sizeof(ps_4_0_level_9_1), NULL, &ps);
todo_wine_if(todo)
ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_1 shader, hr %#x, feature level %#x.\n", hr, feature_level);
ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_1 shader, hr %#x, feature level %#x.\n", hr, feature_level);
if (SUCCEEDED(hr))
ID3D11PixelShader_Release(ps);
hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_3, sizeof(ps_4_0_level_9_3), NULL, &ps);
todo_wine_if(todo)
ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_3 shader, hr %#x, feature level %#x.\n", hr, feature_level);
ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_3 shader, hr %#x, feature level %#x.\n", hr, feature_level);
if (SUCCEEDED(hr))
ID3D11PixelShader_Release(ps);