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wine
wine-winehq
Commits
14da44aa
Commit
14da44aa
authored
Dec 30, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Dec 31, 2009
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Plain Diff
wined3d: Merge vertexshader_set_function() and pixelshader_set_function().
parent
b548e387
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Side-by-side
Showing
1 changed file
with
72 additions
and
116 deletions
+72
-116
shader.c
dlls/wined3d/shader.c
+72
-116
No files found.
dlls/wined3d/shader.c
View file @
14da44aa
...
...
@@ -59,6 +59,51 @@ static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, U
return
WINED3D_OK
;
}
static
HRESULT
shader_set_function
(
IWineD3DBaseShaderImpl
*
shader
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
DWORD
float_const_count
)
{
struct
shader_reg_maps
*
reg_maps
=
&
shader
->
baseShader
.
reg_maps
;
const
struct
wined3d_shader_frontend
*
fe
;
HRESULT
hr
;
TRACE
(
"shader %p, byte_code %p, output_signature %p, float_const_count %u.
\n
"
,
shader
,
byte_code
,
output_signature
,
float_const_count
);
fe
=
shader_select_frontend
(
*
byte_code
);
if
(
!
fe
)
{
FIXME
(
"Unable to find frontend for shader.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
shader
->
baseShader
.
frontend
=
fe
;
shader
->
baseShader
.
frontend_data
=
fe
->
shader_init
(
byte_code
,
output_signature
);
if
(
!
shader
->
baseShader
.
frontend_data
)
{
FIXME
(
"Failed to initialize frontend.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
/* First pass: trace shader. */
if
(
TRACE_ON
(
d3d_shader
))
shader_trace_init
(
fe
,
shader
->
baseShader
.
frontend_data
,
byte_code
);
/* Initialize immediate constant lists. */
list_init
(
&
shader
->
baseShader
.
constantsF
);
list_init
(
&
shader
->
baseShader
.
constantsB
);
list_init
(
&
shader
->
baseShader
.
constantsI
);
/* Second pass: figure out which registers are used, what the semantics are, etc. */
hr
=
shader_get_registers_used
((
IWineD3DBaseShader
*
)
shader
,
fe
,
reg_maps
,
shader
->
baseShader
.
input_signature
,
shader
->
baseShader
.
output_signature
,
byte_code
,
float_const_count
);
if
(
FAILED
(
hr
))
return
hr
;
shader
->
baseShader
.
function
=
HeapAlloc
(
GetProcessHeap
(),
0
,
shader
->
baseShader
.
functionLength
);
if
(
!
shader
->
baseShader
.
function
)
return
E_OUTOFMEMORY
;
memcpy
(
shader
->
baseShader
.
function
,
byte_code
,
shader
->
baseShader
.
functionLength
);
return
WINED3D_OK
;
}
static
HRESULT
STDMETHODCALLTYPE
vertexshader_QueryInterface
(
IWineD3DVertexShader
*
iface
,
REFIID
riid
,
void
**
object
)
{
TRACE
(
"iface %p, riid %s, object %p.
\n
"
,
iface
,
debugstr_guid
(
riid
),
object
);
...
...
@@ -279,50 +324,30 @@ static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
}
}
static
HRESULT
vertexshader_set_function
(
IWineD3DVertexShaderImpl
*
shader
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
)
HRESULT
vertexshader_init
(
IWineD3DVertexShaderImpl
*
shader
,
IWineD3DDeviceImpl
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
IUnknown
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
{
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
shader
->
baseShader
.
device
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
struct
shader_reg_maps
*
reg_maps
=
&
shader
->
baseShader
.
reg_maps
;
const
struct
wined3d_shader_frontend
*
fe
;
unsigned
int
i
;
HRESULT
hr
;
WORD
map
;
TRACE
(
"shader %p, byte_code %p, output_signature %p.
\n
"
,
shader
,
byte_code
,
output_signature
)
;
if
(
!
byte_code
)
return
WINED3DERR_INVALIDCALL
;
fe
=
shader_select_frontend
(
*
byte_code
);
if
(
!
fe
)
{
FIXME
(
"Unable to find frontend for shader.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
shader
->
baseShader
.
frontend
=
fe
;
shader
->
baseShader
.
frontend_data
=
fe
->
shader_init
(
byte_code
,
output_signature
);
if
(
!
shader
->
baseShader
.
frontend_data
)
shader
->
lpVtbl
=
&
IWineD3DVertexShader_Vtbl
;
shader_init
(
&
shader
->
baseShader
,
device
,
parent
,
parent_ops
);
hr
=
shader_set_function
((
IWineD3DBaseShaderImpl
*
)
shader
,
byte_code
,
output_signature
,
device
->
d3d_vshader_constantF
);
if
(
FAILED
(
hr
))
{
FIXME
(
"Failed to initialize frontend.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
shader_cleanup
((
IWineD3DBaseShader
*
)
shader
);
return
hr
;
}
/* First pass: trace shader. */
if
(
TRACE_ON
(
d3d_shader
))
shader_trace_init
(
fe
,
shader
->
baseShader
.
frontend_data
,
byte_code
);
/* Initialize immediate constant lists. */
list_init
(
&
shader
->
baseShader
.
constantsF
);
list_init
(
&
shader
->
baseShader
.
constantsB
);
list_init
(
&
shader
->
baseShader
.
constantsI
);
/* Second pass: figure out registers used, semantics, etc. */
shader
->
min_rel_offset
=
device
->
d3d_vshader_constantF
;
shader
->
max_rel_offset
=
0
;
hr
=
shader_get_registers_used
((
IWineD3DBaseShader
*
)
shader
,
fe
,
reg_maps
,
shader
->
baseShader
.
input_signature
,
shader
->
baseShader
.
output_signature
,
byte_code
,
device
->
d3d_vshader_constantF
);
if
(
FAILED
(
hr
))
return
hr
;
map
=
shader
->
baseShader
.
reg_maps
.
input_registers
;
for
(
i
=
0
;
map
;
map
>>=
1
,
++
i
)
{
...
...
@@ -368,35 +393,10 @@ static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
shader
->
rel_offset
=
0
;
}
}
shader
->
baseShader
.
load_local_constsF
=
shader
->
baseShader
.
reg_maps
.
usesrelconstF
&&
!
list_empty
(
&
shader
->
baseShader
.
constantsF
);
shader
->
baseShader
.
function
=
HeapAlloc
(
GetProcessHeap
(),
0
,
shader
->
baseShader
.
functionLength
);
if
(
!
shader
->
baseShader
.
function
)
return
E_OUTOFMEMORY
;
memcpy
(
shader
->
baseShader
.
function
,
byte_code
,
shader
->
baseShader
.
functionLength
);
return
WINED3D_OK
;
}
HRESULT
vertexshader_init
(
IWineD3DVertexShaderImpl
*
shader
,
IWineD3DDeviceImpl
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
IUnknown
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
{
HRESULT
hr
;
if
(
!
byte_code
)
return
WINED3DERR_INVALIDCALL
;
shader
->
lpVtbl
=
&
IWineD3DVertexShader_Vtbl
;
shader_init
(
&
shader
->
baseShader
,
device
,
parent
,
parent_ops
);
hr
=
vertexshader_set_function
(
shader
,
byte_code
,
output_signature
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
shader_cleanup
((
IWineD3DBaseShader
*
)
shader
);
return
hr
;
}
return
WINED3D_OK
;
}
...
...
@@ -642,46 +642,28 @@ static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
}
}
static
HRESULT
pixelshader_set_function
(
IWineD3DPixelShaderImpl
*
shader
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
)
HRESULT
pixelshader_init
(
IWineD3DPixelShaderImpl
*
shader
,
IWineD3DDeviceImpl
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
IUnknown
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
{
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
shader
->
baseShader
.
device
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
struct
shader_reg_maps
*
reg_maps
=
&
shader
->
baseShader
.
reg_maps
;
unsigned
int
i
,
highest_reg_used
=
0
,
num_regs_used
=
0
;
const
struct
wined3d_shader_frontend
*
fe
;
HRESULT
hr
;
TRACE
(
"shader %p, byte_code %p, output_signature %p.
\n
"
,
shader
,
byte_code
,
output_signature
)
;
if
(
!
byte_code
)
return
WINED3DERR_INVALIDCALL
;
fe
=
shader_select_frontend
(
*
byte_code
);
if
(
!
fe
)
{
FIXME
(
"Unable to find frontend for shader.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
shader
->
baseShader
.
frontend
=
fe
;
shader
->
baseShader
.
frontend_data
=
fe
->
shader_init
(
byte_code
,
output_signature
);
if
(
!
shader
->
baseShader
.
frontend_data
)
shader
->
lpVtbl
=
&
IWineD3DPixelShader_Vtbl
;
shader_init
(
&
shader
->
baseShader
,
device
,
parent
,
parent_ops
);
hr
=
shader_set_function
((
IWineD3DBaseShaderImpl
*
)
shader
,
byte_code
,
output_signature
,
device
->
d3d_pshader_constantF
);
if
(
FAILED
(
hr
))
{
FIXME
(
"Failed to initialize frontend.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
shader_cleanup
((
IWineD3DBaseShader
*
)
shader
);
return
hr
;
}
/* First pass: trace shader. */
if
(
TRACE_ON
(
d3d_shader
))
shader_trace_init
(
fe
,
shader
->
baseShader
.
frontend_data
,
byte_code
);
/* Initialize immediate constant lists. */
list_init
(
&
shader
->
baseShader
.
constantsF
);
list_init
(
&
shader
->
baseShader
.
constantsB
);
list_init
(
&
shader
->
baseShader
.
constantsI
);
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
hr
=
shader_get_registers_used
((
IWineD3DBaseShader
*
)
shader
,
fe
,
reg_maps
,
shader
->
baseShader
.
input_signature
,
NULL
,
byte_code
,
device
->
d3d_pshader_constantF
);
if
(
FAILED
(
hr
))
return
hr
;
pixelshader_set_limits
(
shader
);
for
(
i
=
0
;
i
<
MAX_REG_INPUT
;
++
i
)
...
...
@@ -725,32 +707,6 @@ static HRESULT pixelshader_set_function(IWineD3DPixelShaderImpl *shader,
shader
->
baseShader
.
load_local_constsF
=
FALSE
;
shader
->
baseShader
.
function
=
HeapAlloc
(
GetProcessHeap
(),
0
,
shader
->
baseShader
.
functionLength
);
if
(
!
shader
->
baseShader
.
function
)
return
E_OUTOFMEMORY
;
memcpy
(
shader
->
baseShader
.
function
,
byte_code
,
shader
->
baseShader
.
functionLength
);
return
WINED3D_OK
;
}
HRESULT
pixelshader_init
(
IWineD3DPixelShaderImpl
*
shader
,
IWineD3DDeviceImpl
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
IUnknown
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
{
HRESULT
hr
;
if
(
!
byte_code
)
return
WINED3DERR_INVALIDCALL
;
shader
->
lpVtbl
=
&
IWineD3DPixelShader_Vtbl
;
shader_init
(
&
shader
->
baseShader
,
device
,
parent
,
parent_ops
);
hr
=
pixelshader_set_function
(
shader
,
byte_code
,
output_signature
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
shader_cleanup
((
IWineD3DBaseShader
*
)
shader
);
return
hr
;
}
return
WINED3D_OK
;
}
...
...
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