d3d10: Store the shader's input signature.

This commit is contained in:
Henri Verbeet 2009-03-03 09:03:46 +01:00 committed by Alexandre Julliard
parent 78afd8736c
commit 7c03f2c21b
2 changed files with 105 additions and 1 deletions

View file

@ -42,6 +42,13 @@ struct d3d10_effect_variable
{
enum d3d10_effect_variable_type type;
DWORD idx_offset;
void *data;
};
struct d3d10_effect_shader_variable
{
char *input_signature;
UINT input_signature_size;
};
/* ID3D10EffectPass */

View file

@ -29,6 +29,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
((DWORD)(ch2) << 16) | ((DWORD)(ch3) << 24 ))
#define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C')
#define TAG_FX10 MAKE_TAG('F', 'X', '1', '0')
#define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N')
static const struct ID3D10EffectTechniqueVtbl d3d10_effect_technique_vtbl;
static const struct ID3D10EffectPassVtbl d3d10_effect_pass_vtbl;
@ -52,6 +53,18 @@ static inline void skip_dword_unknown(const char **ptr, unsigned int count)
}
}
static inline void write_dword(char **ptr, DWORD d)
{
memcpy(*ptr, &d, sizeof(d));
*ptr += sizeof(d);
}
static inline void write_dword_unknown(char **ptr, DWORD d)
{
FIXME("Writing unknown DWORD 0x%08x\n", d);
write_dword(ptr, d);
}
static inline void read_tag(const char **ptr, DWORD *t, char t_str[5])
{
read_dword(ptr, t);
@ -179,6 +192,8 @@ static HRESULT parse_fx10_technique_index(struct d3d10_effect_technique *t, cons
static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
{
struct d3d10_effect_variable *v = ctx;
struct d3d10_effect_shader_variable *s = v->data;
char tag_str[5];
memcpy(tag_str, &tag, 4);
@ -189,6 +204,49 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag
switch(tag)
{
case TAG_ISGN:
{
/* 32 (DXBC header) + 1 * 4 (chunk index) + 2 * 4 (chunk header) + data_size (chunk data) */
UINT size = 44 + data_size;
char *ptr;
s->input_signature = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size);
if (!s->input_signature)
{
ERR("Failed to allocate input signature data\n");
return E_OUTOFMEMORY;
}
s->input_signature_size = size;
ptr = s->input_signature;
write_dword(&ptr, TAG_DXBC);
/* signature(?) */
write_dword_unknown(&ptr, 0);
write_dword_unknown(&ptr, 0);
write_dword_unknown(&ptr, 0);
write_dword_unknown(&ptr, 0);
/* seems to be always 1 */
write_dword_unknown(&ptr, 1);
/* DXBC size */
write_dword(&ptr, size);
/* chunk count */
write_dword(&ptr, 1);
/* chunk index */
write_dword(&ptr, (ptr - s->input_signature) + 4);
/* chunk */
write_dword(&ptr, TAG_ISGN);
write_dword(&ptr, data_size);
memcpy(ptr, data, data_size);
break;
}
default:
FIXME("Unhandled chunk %s\n", tag_str);
break;
@ -202,6 +260,13 @@ static HRESULT parse_shader(struct d3d10_effect_variable *v, const char *data)
const char *ptr = data;
DWORD dxbc_size;
v->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct d3d10_effect_shader_variable));
if (!v->data)
{
ERR("Failed to allocate shader variable memory\n");
return E_OUTOFMEMORY;
}
read_dword(&ptr, &dxbc_size);
TRACE("dxbc size: %#x\n", dxbc_size);
@ -424,14 +489,46 @@ HRESULT d3d10_effect_parse(struct d3d10_effect *This, const void *data, SIZE_T d
return parse_dxbc(data, data_size, fx10_chunk_handler, This);
}
static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
{
TRACE("variable %p\n", v);
if (!v->data) return;
switch(v->type)
{
case D3D10_EVT_VERTEXSHADER:
case D3D10_EVT_PIXELSHADER:
case D3D10_EVT_GEOMETRYSHADER:
HeapFree(GetProcessHeap(), 0, ((struct d3d10_effect_shader_variable *)v->data)->input_signature);
break;
default:
break;
}
HeapFree(GetProcessHeap(), 0, v->data);
}
static void d3d10_effect_pass_destroy(struct d3d10_effect_pass *p)
{
TRACE("pass %p\n", p);
HeapFree(GetProcessHeap(), 0, p->name);
HeapFree(GetProcessHeap(), 0, p->variables);
if (p->variables)
{
unsigned int i;
for (i = 0; i < p->variable_count; ++i)
{
d3d10_effect_variable_destroy(&p->variables[i]);
}
HeapFree(GetProcessHeap(), 0, p->variables);
}
}
static void d3d10_effect_technique_destroy(struct d3d10_effect_technique *t)
{
TRACE("technique %p\n", t);
HeapFree(GetProcessHeap(), 0, t->name);
if (t->passes)
{