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wine
wine-cw
Commits
2a146448
Commit
2a146448
authored
Sep 23, 2011
by
Matteo Bruni
Committed by
Alexandre Julliard
Sep 26, 2011
Browse files
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Plain Diff
wined3d: When creating a new shader, check shader type and version.
parent
f5307025
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Showing
5 changed files
with
38 additions
and
23 deletions
+38
-23
shader.c
dlls/d3d10core/shader.c
+3
-3
shader.c
dlls/d3d8/shader.c
+2
-2
shader.c
dlls/d3d9/shader.c
+2
-2
shader.c
dlls/wined3d/shader.c
+28
-13
wined3d.h
include/wine/wined3d.h
+3
-3
No files found.
dlls/d3d10core/shader.c
View file @
2a146448
...
...
@@ -262,7 +262,7 @@ HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d1
}
hr
=
wined3d_shader_create_vs
(
device
->
wined3d_device
,
shader_info
.
shader_code
,
&
shader
->
output_signature
,
shader
,
&
d3d10_vertex_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
&
shader
->
output_signature
,
shader
,
&
d3d10_vertex_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
,
4
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to create wined3d vertex shader, hr %#x.
\n
"
,
hr
);
...
...
@@ -408,7 +408,7 @@ HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct
}
hr
=
wined3d_shader_create_gs
(
device
->
wined3d_device
,
shader_info
.
shader_code
,
&
shader
->
output_signature
,
shader
,
&
d3d10_geometry_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
&
shader
->
output_signature
,
shader
,
&
d3d10_geometry_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
,
4
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to create wined3d vertex shader, hr %#x.
\n
"
,
hr
);
...
...
@@ -548,7 +548,7 @@ HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_
}
hr
=
wined3d_shader_create_ps
(
device
->
wined3d_device
,
shader_info
.
shader_code
,
&
shader
->
output_signature
,
shader
,
&
d3d10_pixel_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
&
shader
->
output_signature
,
shader
,
&
d3d10_pixel_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
,
4
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to create wined3d pixel shader, hr %#x.
\n
"
,
hr
);
...
...
dlls/d3d8/shader.c
View file @
2a146448
...
...
@@ -177,7 +177,7 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
wined3d_mutex_lock
();
hr
=
wined3d_shader_create_vs
(
device
->
wined3d_device
,
byte_code
,
NULL
/* output signature */
,
shader
,
&
d3d8_vertexshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
shader
,
&
d3d8_vertexshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
,
1
);
wined3d_mutex_unlock
();
if
(
FAILED
(
hr
))
{
...
...
@@ -278,7 +278,7 @@ HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl
wined3d_mutex_lock
();
hr
=
wined3d_shader_create_ps
(
device
->
wined3d_device
,
byte_code
,
NULL
,
shader
,
&
d3d8_pixelshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
&
d3d8_pixelshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
,
1
);
wined3d_mutex_unlock
();
if
(
FAILED
(
hr
))
{
...
...
dlls/d3d9/shader.c
View file @
2a146448
...
...
@@ -145,7 +145,7 @@ HRESULT vertexshader_init(IDirect3DVertexShader9Impl *shader, IDirect3DDevice9Im
wined3d_mutex_lock
();
hr
=
wined3d_shader_create_vs
(
device
->
wined3d_device
,
byte_code
,
NULL
,
shader
,
&
d3d9_vertexshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
shader
,
&
d3d9_vertexshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
,
3
);
wined3d_mutex_unlock
();
if
(
FAILED
(
hr
))
{
...
...
@@ -291,7 +291,7 @@ HRESULT pixelshader_init(IDirect3DPixelShader9Impl *shader, IDirect3DDevice9Impl
wined3d_mutex_lock
();
hr
=
wined3d_shader_create_ps
(
device
->
wined3d_device
,
byte_code
,
NULL
,
shader
,
&
d3d9_pixelshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
&
d3d9_pixelshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
,
3
);
wined3d_mutex_unlock
();
if
(
FAILED
(
hr
))
{
...
...
dlls/wined3d/shader.c
View file @
2a146448
...
...
@@ -1553,7 +1553,8 @@ const struct wined3d_shader_backend_ops none_shader_backend =
};
static
HRESULT
shader_set_function
(
struct
wined3d_shader
*
shader
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
DWORD
float_const_count
)
const
struct
wined3d_shader_signature
*
output_signature
,
DWORD
float_const_count
,
enum
wined3d_shader_type
type
,
unsigned
int
max_version
)
{
struct
wined3d_shader_reg_maps
*
reg_maps
=
&
shader
->
reg_maps
;
const
struct
wined3d_shader_frontend
*
fe
;
...
...
@@ -1591,6 +1592,17 @@ static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *b
byte_code
,
float_const_count
);
if
(
FAILED
(
hr
))
return
hr
;
if
(
reg_maps
->
shader_version
.
type
!=
type
)
{
WARN
(
"Wrong shader type %d.
\n
"
,
reg_maps
->
shader_version
.
type
);
return
WINED3DERR_INVALIDCALL
;
}
if
(
reg_maps
->
shader_version
.
major
>
max_version
)
{
WARN
(
"Shader version %d not supported by this D3D API version.
\n
"
,
reg_maps
->
shader_version
.
major
);
return
WINED3DERR_INVALIDCALL
;
}
shader
->
function
=
HeapAlloc
(
GetProcessHeap
(),
0
,
shader
->
functionLength
);
if
(
!
shader
->
function
)
return
E_OUTOFMEMORY
;
...
...
@@ -1802,7 +1814,7 @@ static void vertexshader_set_limits(struct wined3d_shader *shader)
static
HRESULT
vertexshader_init
(
struct
wined3d_shader
*
shader
,
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
unsigned
int
max_version
)
{
struct
wined3d_shader_reg_maps
*
reg_maps
=
&
shader
->
reg_maps
;
unsigned
int
i
;
...
...
@@ -1812,7 +1824,8 @@ static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_d
if
(
!
byte_code
)
return
WINED3DERR_INVALIDCALL
;
shader_init
(
shader
,
device
,
parent
,
parent_ops
);
hr
=
shader_set_function
(
shader
,
byte_code
,
output_signature
,
device
->
d3d_vshader_constantF
);
hr
=
shader_set_function
(
shader
,
byte_code
,
output_signature
,
device
->
d3d_vshader_constantF
,
WINED3D_SHADER_TYPE_VERTEX
,
max_version
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
...
...
@@ -1851,12 +1864,13 @@ static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_d
static
HRESULT
geometryshader_init
(
struct
wined3d_shader
*
shader
,
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
unsigned
int
max_version
)
{
HRESULT
hr
;
shader_init
(
shader
,
device
,
parent
,
parent_ops
);
hr
=
shader_set_function
(
shader
,
byte_code
,
output_signature
,
0
);
hr
=
shader_set_function
(
shader
,
byte_code
,
output_signature
,
0
,
WINED3D_SHADER_TYPE_GEOMETRY
,
max_version
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
...
...
@@ -2057,7 +2071,7 @@ static void pixelshader_set_limits(struct wined3d_shader *shader)
static
HRESULT
pixelshader_init
(
struct
wined3d_shader
*
shader
,
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
unsigned
int
max_version
)
{
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
unsigned
int
i
,
highest_reg_used
=
0
,
num_regs_used
=
0
;
...
...
@@ -2066,7 +2080,8 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de
if
(
!
byte_code
)
return
WINED3DERR_INVALIDCALL
;
shader_init
(
shader
,
device
,
parent
,
parent_ops
);
hr
=
shader_set_function
(
shader
,
byte_code
,
output_signature
,
device
->
d3d_pshader_constantF
);
hr
=
shader_set_function
(
shader
,
byte_code
,
output_signature
,
device
->
d3d_pshader_constantF
,
WINED3D_SHADER_TYPE_PIXEL
,
max_version
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
...
...
@@ -2167,7 +2182,7 @@ void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, struc
HRESULT
CDECL
wined3d_shader_create_gs
(
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
)
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
,
unsigned
int
max_version
)
{
struct
wined3d_shader
*
object
;
HRESULT
hr
;
...
...
@@ -2182,7 +2197,7 @@ HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const DWOR
return
E_OUTOFMEMORY
;
}
hr
=
geometryshader_init
(
object
,
device
,
byte_code
,
output_signature
,
parent
,
parent_ops
);
hr
=
geometryshader_init
(
object
,
device
,
byte_code
,
output_signature
,
parent
,
parent_ops
,
max_version
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to initialize geometry shader, hr %#x.
\n
"
,
hr
);
...
...
@@ -2198,7 +2213,7 @@ HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const DWOR
HRESULT
CDECL
wined3d_shader_create_ps
(
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
)
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
,
unsigned
int
max_version
)
{
struct
wined3d_shader
*
object
;
HRESULT
hr
;
...
...
@@ -2216,7 +2231,7 @@ HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWOR
return
E_OUTOFMEMORY
;
}
hr
=
pixelshader_init
(
object
,
device
,
byte_code
,
output_signature
,
parent
,
parent_ops
);
hr
=
pixelshader_init
(
object
,
device
,
byte_code
,
output_signature
,
parent
,
parent_ops
,
max_version
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to initialize pixel shader, hr %#x.
\n
"
,
hr
);
...
...
@@ -2232,7 +2247,7 @@ HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWOR
HRESULT
CDECL
wined3d_shader_create_vs
(
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
)
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
,
unsigned
int
max_version
)
{
struct
wined3d_shader
*
object
;
HRESULT
hr
;
...
...
@@ -2250,7 +2265,7 @@ HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const DWOR
return
E_OUTOFMEMORY
;
}
hr
=
vertexshader_init
(
object
,
device
,
byte_code
,
output_signature
,
parent
,
parent_ops
);
hr
=
vertexshader_init
(
object
,
device
,
byte_code
,
output_signature
,
parent
,
parent_ops
,
max_version
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to initialize vertex shader, hr %#x.
\n
"
,
hr
);
...
...
include/wine/wined3d.h
View file @
2a146448
...
...
@@ -2392,13 +2392,13 @@ ULONG __cdecl wined3d_rendertarget_view_incref(struct wined3d_rendertarget_view
HRESULT
__cdecl
wined3d_shader_create_gs
(
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
);
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
,
unsigned
int
max_version
);
HRESULT
__cdecl
wined3d_shader_create_ps
(
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
);
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
,
unsigned
int
max_version
);
HRESULT
__cdecl
wined3d_shader_create_vs
(
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
);
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
,
unsigned
int
max_version
);
ULONG
__cdecl
wined3d_shader_decref
(
struct
wined3d_shader
*
shader
);
HRESULT
__cdecl
wined3d_shader_get_byte_code
(
const
struct
wined3d_shader
*
shader
,
void
*
byte_code
,
UINT
*
byte_code_size
);
...
...
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