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wine
wine-winehq
Commits
13c00a9d
Commit
13c00a9d
authored
Sep 26, 2012
by
Henri Verbeet
Committed by
Alexandre Julliard
Sep 27, 2012
Browse files
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Plain Diff
d3d10: Use a union to store effect variable data instead of a void pointer.
parent
16360a4f
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Side-by-side
Showing
2 changed files
with
36 additions
and
71 deletions
+36
-71
d3d10_private.h
dlls/d3d10/d3d10_private.h
+6
-1
effect.c
dlls/d3d10/effect.c
+30
-70
No files found.
dlls/d3d10/d3d10_private.h
View file @
13c00a9d
...
...
@@ -151,7 +151,6 @@ struct d3d10_effect_variable
struct
d3d10_effect_variable
*
buffer
;
struct
d3d10_effect_type
*
type
;
void
*
data
;
char
*
name
;
char
*
semantic
;
DWORD
buffer_offset
;
...
...
@@ -162,6 +161,12 @@ struct d3d10_effect_variable
struct
d3d10_effect_variable
*
elements
;
struct
d3d10_effect_variable
*
members
;
struct
d3d10_effect_variable
*
annotations
;
union
{
struct
d3d10_effect_state_object_variable
state
;
struct
d3d10_effect_shader_variable
shader
;
}
u
;
};
/* ID3D10EffectPass */
...
...
dlls/d3d10/effect.c
View file @
13c00a9d
...
...
@@ -104,11 +104,11 @@ static struct d3d10_effect_type anonymous_ps_type = {{&d3d10_effect_type_vtbl},
static
struct
d3d10_effect_type
anonymous_gs_type
=
{{
&
d3d10_effect_type_vtbl
},
anonymous_geometryshader_name
,
D3D10_SVT_GEOMETRYSHADER
,
D3D10_SVC_OBJECT
};
static
struct
d3d10_effect_variable
anonymous_vs
=
{{(
const
ID3D10EffectVariableVtbl
*
)
&
d3d10_effect_shader_variable_vtbl
},
&
null_local_buffer
,
&
anonymous_vs_type
,
&
null_shader_variable
,
anonymous_name
};
&
null_local_buffer
,
&
anonymous_vs_type
,
anonymous_name
};
static
struct
d3d10_effect_variable
anonymous_ps
=
{{(
const
ID3D10EffectVariableVtbl
*
)
&
d3d10_effect_shader_variable_vtbl
},
&
null_local_buffer
,
&
anonymous_ps_type
,
&
null_shader_variable
,
anonymous_name
};
&
null_local_buffer
,
&
anonymous_ps_type
,
anonymous_name
};
static
struct
d3d10_effect_variable
anonymous_gs
=
{{(
const
ID3D10EffectVariableVtbl
*
)
&
d3d10_effect_shader_variable_vtbl
},
&
null_local_buffer
,
&
anonymous_gs_type
,
&
null_shader_variable
,
anonymous_name
};
&
null_local_buffer
,
&
anonymous_gs_type
,
anonymous_name
};
static
struct
d3d10_effect_type
*
get_fx10_type
(
struct
d3d10_effect
*
effect
,
const
char
*
data
,
DWORD
offset
);
...
...
@@ -399,20 +399,10 @@ static HRESULT parse_shader(ID3D10EffectVariable *variable, const char *data)
{
struct
d3d10_effect_variable
*
v
=
impl_from_ID3D10EffectVariable
(
variable
);
ID3D10Device
*
device
=
v
->
effect
->
device
;
struct
d3d10_effect_shader_variable
*
s
;
const
char
*
ptr
=
data
;
DWORD
dxbc_size
;
HRESULT
hr
;
s
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
s
));
if
(
!
s
)
{
ERR
(
"Failed to allocate shader variable memory
\n
"
);
return
E_OUTOFMEMORY
;
}
v
->
data
=
s
;
if
(
v
->
effect
->
used_shader_current
>=
v
->
effect
->
used_shader_count
)
{
WARN
(
"Invalid shader? Used shader current(%u) >= used shader count(%u)
\n
"
,
v
->
effect
->
used_shader_current
,
v
->
effect
->
used_shader_count
);
...
...
@@ -433,17 +423,17 @@ static HRESULT parse_shader(ID3D10EffectVariable *variable, const char *data)
switch
(
v
->
type
->
basetype
)
{
case
D3D10_SVT_VERTEXSHADER
:
hr
=
ID3D10Device_CreateVertexShader
(
device
,
ptr
,
dxbc_size
,
&
s
->
shader
.
vs
);
hr
=
ID3D10Device_CreateVertexShader
(
device
,
ptr
,
dxbc_size
,
&
v
->
u
.
shader
.
shader
.
vs
);
if
(
FAILED
(
hr
))
return
hr
;
break
;
case
D3D10_SVT_PIXELSHADER
:
hr
=
ID3D10Device_CreatePixelShader
(
device
,
ptr
,
dxbc_size
,
&
s
->
shader
.
ps
);
hr
=
ID3D10Device_CreatePixelShader
(
device
,
ptr
,
dxbc_size
,
&
v
->
u
.
shader
.
shader
.
ps
);
if
(
FAILED
(
hr
))
return
hr
;
break
;
case
D3D10_SVT_GEOMETRYSHADER
:
hr
=
ID3D10Device_CreateGeometryShader
(
device
,
ptr
,
dxbc_size
,
&
s
->
shader
.
gs
);
hr
=
ID3D10Device_CreateGeometryShader
(
device
,
ptr
,
dxbc_size
,
&
v
->
u
.
shader
.
shader
.
gs
);
if
(
FAILED
(
hr
))
return
hr
;
break
;
...
...
@@ -452,7 +442,7 @@ static HRESULT parse_shader(ID3D10EffectVariable *variable, const char *data)
return
E_FAIL
;
}
return
parse_dxbc
(
ptr
,
dxbc_size
,
shader_chunk_handler
,
s
);
return
parse_dxbc
(
ptr
,
dxbc_size
,
shader_chunk_handler
,
&
v
->
u
.
shader
);
}
static
D3D10_SHADER_VARIABLE_CLASS
d3d10_variable_class
(
DWORD
c
,
BOOL
is_column_major
)
...
...
@@ -1641,7 +1631,6 @@ static HRESULT parse_fx10_local_variable(struct d3d10_effect_variable *v, const
{
const
struct
d3d10_effect_state_storage_info
*
storage_info
;
unsigned
int
count
=
max
(
v
->
type
->
element_count
,
1
);
struct
d3d10_effect_state_object_variable
*
s
;
if
(
!
(
storage_info
=
get_storage_info
(
v
->
type
->
basetype
)))
{
...
...
@@ -1650,7 +1639,7 @@ static HRESULT parse_fx10_local_variable(struct d3d10_effect_variable *v, const
return
E_FAIL
;
}
if
(
storage_info
->
size
>
sizeof
(
s
->
desc
))
if
(
storage_info
->
size
>
sizeof
(
v
->
u
.
state
.
desc
))
{
ERR
(
"Invalid storage size %#lx.
\n
"
,
storage_info
->
size
);
return
E_FAIL
;
...
...
@@ -1665,21 +1654,12 @@ static HRESULT parse_fx10_local_variable(struct d3d10_effect_variable *v, const
else
var
=
v
;
if
(
!
(
s
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
*
s
))))
{
ERR
(
"Failed to allocate backing store memory.
\n
"
);
return
E_OUTOFMEMORY
;
}
memcpy
(
&
s
->
desc
,
storage_info
->
default_state
,
storage_info
->
size
);
if
(
!
parse_fx10_state_group
(
ptr
,
data
,
var
->
type
->
basetype
,
&
s
->
desc
))
memcpy
(
&
var
->
u
.
state
.
desc
,
storage_info
->
default_state
,
storage_info
->
size
);
if
(
!
parse_fx10_state_group
(
ptr
,
data
,
var
->
type
->
basetype
,
&
var
->
u
.
state
.
desc
))
{
ERR
(
"Failed to read property list.
\n
"
);
HeapFree
(
GetProcessHeap
(),
0
,
s
);
return
E_FAIL
;
}
var
->
data
=
s
;
}
}
break
;
...
...
@@ -2222,20 +2202,16 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
HeapFree
(
GetProcessHeap
(),
0
,
v
->
elements
);
}
if
(
v
->
data
)
switch
(
v
->
type
->
basetype
)
{
switch
(
v
->
type
->
basetype
)
{
case
D3D10_SVT_VERTEXSHADER
:
case
D3D10_SVT_PIXELSHADER
:
case
D3D10_SVT_GEOMETRYSHADER
:
d3d10_effect_shader_variable_destroy
(
v
->
data
,
v
->
type
->
basetype
);
break
;
case
D3D10_SVT_VERTEXSHADER
:
case
D3D10_SVT_PIXELSHADER
:
case
D3D10_SVT_GEOMETRYSHADER
:
d3d10_effect_shader_variable_destroy
(
&
v
->
u
.
shader
,
v
->
type
->
basetype
);
break
;
default:
break
;
}
HeapFree
(
GetProcessHeap
(),
0
,
v
->
data
);
default:
break
;
}
}
...
...
@@ -2933,11 +2909,9 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *ifa
memset
(
desc
,
0
,
sizeof
(
*
desc
));
desc
->
Name
=
This
->
name
;
if
((
s
=
impl_from_ID3D10EffectVariable
((
ID3D10EffectVariable
*
)
This
->
vs
.
pShaderVariable
)
->
data
))
{
desc
->
pIAInputSignature
=
(
BYTE
*
)
s
->
input_signature
.
signature
;
desc
->
IAInputSignatureSize
=
s
->
input_signature
.
signature_size
;
}
s
=
&
impl_from_ID3D10EffectVariable
((
ID3D10EffectVariable
*
)
This
->
vs
.
pShaderVariable
)
->
u
.
shader
;
desc
->
pIAInputSignature
=
(
BYTE
*
)
s
->
input_signature
.
signature
;
desc
->
IAInputSignatureSize
=
s
->
input_signature
.
signature_size
;
desc
->
StencilRef
=
This
->
stencil_ref
;
desc
->
SampleMask
=
This
->
sample_mask
;
...
...
@@ -5640,7 +5614,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetVertexShader(
ID3D10EffectShaderVariable
*
iface
,
UINT
index
,
ID3D10VertexShader
**
shader
)
{
struct
d3d10_effect_variable
*
v
=
impl_from_ID3D10EffectVariable
((
ID3D10EffectVariable
*
)
iface
);
struct
d3d10_effect_shader_variable
*
s
;
TRACE
(
"iface %p, index %u, shader %p.
\n
"
,
iface
,
index
,
shader
);
...
...
@@ -5653,8 +5626,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetVertexShader(
return
E_FAIL
;
}
s
=
v
->
data
;
if
((
*
shader
=
s
->
shader
.
vs
))
if
((
*
shader
=
v
->
u
.
shader
.
shader
.
vs
))
ID3D10VertexShader_AddRef
(
*
shader
);
return
S_OK
;
...
...
@@ -5664,7 +5636,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetGeometryShader(
ID3D10EffectShaderVariable
*
iface
,
UINT
index
,
ID3D10GeometryShader
**
shader
)
{
struct
d3d10_effect_variable
*
v
=
impl_from_ID3D10EffectVariable
((
ID3D10EffectVariable
*
)
iface
);
struct
d3d10_effect_shader_variable
*
s
;
TRACE
(
"iface %p, index %u, shader %p.
\n
"
,
iface
,
index
,
shader
);
...
...
@@ -5677,8 +5648,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetGeometryShader(
return
E_FAIL
;
}
s
=
v
->
data
;
if
((
*
shader
=
s
->
shader
.
gs
))
if
((
*
shader
=
v
->
u
.
shader
.
shader
.
gs
))
ID3D10GeometryShader_AddRef
(
*
shader
);
return
S_OK
;
...
...
@@ -5688,7 +5658,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetPixelShader(
ID3D10EffectShaderVariable
*
iface
,
UINT
index
,
ID3D10PixelShader
**
shader
)
{
struct
d3d10_effect_variable
*
v
=
impl_from_ID3D10EffectVariable
((
ID3D10EffectVariable
*
)
iface
);
struct
d3d10_effect_shader_variable
*
s
;
TRACE
(
"iface %p, index %u, shader %p.
\n
"
,
iface
,
index
,
shader
);
...
...
@@ -5701,8 +5670,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetPixelShader(
return
E_FAIL
;
}
s
=
v
->
data
;
if
((
*
shader
=
s
->
shader
.
ps
))
if
((
*
shader
=
v
->
u
.
shader
.
shader
.
ps
))
ID3D10PixelShader_AddRef
(
*
shader
);
return
S_OK
;
...
...
@@ -5732,7 +5700,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetInputSignatureE
return
E_FAIL
;
}
s
=
This
->
effect
->
used_shaders
[
shader_index
]
->
data
;
s
=
&
This
->
effect
->
used_shaders
[
shader_index
]
->
u
.
shader
;
if
(
!
s
->
input_signature
.
signature
)
{
WARN
(
"No shader signature
\n
"
);
...
...
@@ -5788,7 +5756,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetOutputSignature
return
E_FAIL
;
}
s
=
This
->
effect
->
used_shaders
[
shader_index
]
->
data
;
s
=
&
This
->
effect
->
used_shaders
[
shader_index
]
->
u
.
shader
;
if
(
!
s
->
output_signature
.
signature
)
{
WARN
(
"No shader signature
\n
"
);
...
...
@@ -6025,7 +5993,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_blend_variable_GetBackingStore(ID3
UINT
index
,
D3D10_BLEND_DESC
*
desc
)
{
struct
d3d10_effect_variable
*
v
=
impl_from_ID3D10EffectVariable
((
ID3D10EffectVariable
*
)
iface
);
struct
d3d10_effect_state_object_variable
*
s
;
TRACE
(
"iface %p, index %u, desc %p.
\n
"
,
iface
,
index
,
desc
);
...
...
@@ -6038,8 +6005,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_blend_variable_GetBackingStore(ID3
return
E_FAIL
;
}
s
=
v
->
data
;
*
desc
=
s
->
desc
.
blend
;
*
desc
=
v
->
u
.
state
.
desc
.
blend
;
return
S_OK
;
}
...
...
@@ -6245,7 +6211,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_depth_stencil_variable_GetBackingS
UINT
index
,
D3D10_DEPTH_STENCIL_DESC
*
desc
)
{
struct
d3d10_effect_variable
*
v
=
impl_from_ID3D10EffectVariable
((
ID3D10EffectVariable
*
)
iface
);
struct
d3d10_effect_state_object_variable
*
s
;
TRACE
(
"iface %p, index %u, desc %p.
\n
"
,
iface
,
index
,
desc
);
...
...
@@ -6258,8 +6223,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_depth_stencil_variable_GetBackingS
return
E_FAIL
;
}
s
=
v
->
data
;
*
desc
=
s
->
desc
.
depth_stencil
;
*
desc
=
v
->
u
.
state
.
desc
.
depth_stencil
;
return
S_OK
;
}
...
...
@@ -6465,7 +6429,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_rasterizer_variable_GetBackingStor
UINT
index
,
D3D10_RASTERIZER_DESC
*
desc
)
{
struct
d3d10_effect_variable
*
v
=
impl_from_ID3D10EffectVariable
((
ID3D10EffectVariable
*
)
iface
);
struct
d3d10_effect_state_object_variable
*
s
;
TRACE
(
"iface %p, index %u, desc %p.
\n
"
,
iface
,
index
,
desc
);
...
...
@@ -6478,8 +6441,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_rasterizer_variable_GetBackingStor
return
E_FAIL
;
}
s
=
v
->
data
;
*
desc
=
s
->
desc
.
rasterizer
;
*
desc
=
v
->
u
.
state
.
desc
.
rasterizer
;
return
S_OK
;
}
...
...
@@ -6685,7 +6647,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_sampler_variable_GetBackingStore(I
UINT
index
,
D3D10_SAMPLER_DESC
*
desc
)
{
struct
d3d10_effect_variable
*
v
=
impl_from_ID3D10EffectVariable
((
ID3D10EffectVariable
*
)
iface
);
struct
d3d10_effect_state_object_variable
*
s
;
TRACE
(
"iface %p, index %u, desc %p.
\n
"
,
iface
,
index
,
desc
);
...
...
@@ -6698,8 +6659,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_sampler_variable_GetBackingStore(I
return
E_FAIL
;
}
s
=
v
->
data
;
*
desc
=
s
->
desc
.
sampler
;
*
desc
=
v
->
u
.
state
.
desc
.
sampler
;
return
S_OK
;
}
...
...
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