Commit 13c00a9d authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d10: Use a union to store effect variable data instead of a void pointer.

parent 16360a4f
......@@ -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 */
......
......@@ -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;
......@@ -2222,21 +2202,17 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
HeapFree(GetProcessHeap(), 0, v->elements);
}
if (v->data)
{
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);
d3d10_effect_shader_variable_destroy(&v->u.shader, v->type->basetype);
break;
default:
break;
}
HeapFree(GetProcessHeap(), 0, v->data);
}
}
static void d3d10_effect_object_destroy(struct d3d10_effect_object *o)
......@@ -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))
{
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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