Commit 10a4516e authored by Rico Schüller's avatar Rico Schüller Committed by Alexandre Julliard

d3d10: Parse constant buffer type.

parent 390cc62e
......@@ -109,8 +109,8 @@ struct d3d10_effect_local_buffer
struct d3d10_effect *effect;
char *name;
DWORD data_size;
DWORD member_count;
DWORD annotation_count;
struct d3d10_effect_type *type;
struct d3d10_effect_variable *members;
struct d3d10_effect_variable *annotations;
};
......
......@@ -717,8 +717,18 @@ static HRESULT parse_fx10_local_buffer(struct d3d10_effect_local_buffer *l, cons
{
unsigned int i;
DWORD offset;
D3D10_CBUFFER_TYPE d3d10_cbuffer_type;
HRESULT hr;
l->type = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*l->type));
if (!l->type)
{
ERR("Failed to allocate local buffer type memory.\n");
return E_OUTOFMEMORY;
}
l->type->vtbl = &d3d10_effect_type_vtbl;
l->type->type_class = D3D10_SVC_OBJECT;
read_dword(ptr, &offset);
TRACE("Local buffer name at offset %#x.\n", offset);
......@@ -732,10 +742,36 @@ static HRESULT parse_fx10_local_buffer(struct d3d10_effect_local_buffer *l, cons
read_dword(ptr, &l->data_size);
TRACE("Local buffer data size: %#x.\n", l->data_size);
skip_dword_unknown(ptr, 1);
read_dword(ptr, &d3d10_cbuffer_type);
TRACE("Local buffer type: %#x.\n", d3d10_cbuffer_type);
switch(d3d10_cbuffer_type)
{
case D3D10_CT_CBUFFER:
l->type->basetype = D3D10_SVT_CBUFFER;
if (!copy_name("cbuffer", &l->type->name))
{
ERR("Failed to copy name.\n");
return E_OUTOFMEMORY;
}
break;
read_dword(ptr, &l->member_count);
TRACE("Local buffer member count: %#x.\n", l->member_count);
case D3D10_CT_TBUFFER:
l->type->basetype = D3D10_SVT_TBUFFER;
if (!copy_name("tbuffer", &l->type->name))
{
ERR("Failed to copy name.\n");
return E_OUTOFMEMORY;
}
break;
default:
ERR("Unexpected D3D10_CBUFFER_TYPE %#x!\n", d3d10_cbuffer_type);
return E_FAIL;
}
read_dword(ptr, &l->type->member_count);
TRACE("Local buffer member count: %#x.\n", l->type->member_count);
skip_dword_unknown(ptr, 1);
......@@ -759,14 +795,14 @@ static HRESULT parse_fx10_local_buffer(struct d3d10_effect_local_buffer *l, cons
if (FAILED(hr)) return hr;
}
l->members = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, l->member_count * sizeof(*l->members));
l->members = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, l->type->member_count * sizeof(*l->members));
if (!l->members)
{
ERR("Failed to allocate members memory.\n");
return E_OUTOFMEMORY;
}
for (i = 0; i < l->member_count; ++i)
for (i = 0; i < l->type->member_count; ++i)
{
struct d3d10_effect_variable *v = &l->members[i];
......@@ -775,7 +811,21 @@ static HRESULT parse_fx10_local_buffer(struct d3d10_effect_local_buffer *l, cons
hr = parse_fx10_variable(v, ptr, data);
if (FAILED(hr)) return hr;
l->type->size_packed += v->type->size_packed;
l->type->size_unpacked += v->type->size_unpacked;
}
l->type->stride = l->type->size_unpacked = (l->type->size_unpacked + 0xf) & ~0xf;
TRACE("Constant buffer:\n");
TRACE("\tType name: %s.\n", debugstr_a(l->type->name));
TRACE("\tElement count: %u.\n", l->type->element_count);
TRACE("\tMember count: %u.\n", l->type->member_count);
TRACE("\tUnpacked size: %#x.\n", l->type->size_unpacked);
TRACE("\tStride: %#x.\n", l->type->stride);
TRACE("\tPacked size %#x.\n", l->type->size_packed);
TRACE("\tBasetype: %s.\n", debug_d3d10_shader_variable_type(l->type->basetype));
TRACE("\tTypeclass: %s.\n", debug_d3d10_shader_variable_class(l->type->type_class));
return S_OK;
}
......@@ -1070,12 +1120,14 @@ static void d3d10_effect_local_buffer_destroy(struct d3d10_effect_local_buffer *
HeapFree(GetProcessHeap(), 0, l->name);
if (l->members)
{
for (i = 0; i < l->member_count; ++i)
for (i = 0; i < l->type->member_count; ++i)
{
d3d10_effect_variable_destroy(&l->members[i]);
}
HeapFree(GetProcessHeap(), 0, l->members);
}
HeapFree(GetProcessHeap(), 0, l->type->name);
HeapFree(GetProcessHeap(), 0, l->type);
if (l->annotations)
{
......@@ -1254,7 +1306,7 @@ static struct ID3D10EffectVariable * STDMETHODCALLTYPE d3d10_effect_GetVariableB
struct d3d10_effect_local_buffer *l = &This->local_buffers[i];
unsigned int j;
for (j = 0; j < l->member_count; ++j)
for (j = 0; j < l->type->member_count; ++j)
{
struct d3d10_effect_variable *v = &l->members[j];
......
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