Commit 2b17e291 authored by Rico Schüller's avatar Rico Schüller Committed by Alexandre Julliard

d3d10: Implement ID3DEffectVariable::GetOutputSignatureElementDesc().

parent 055a0f0d
...@@ -80,6 +80,7 @@ struct d3d10_effect_shader_signature ...@@ -80,6 +80,7 @@ struct d3d10_effect_shader_signature
struct d3d10_effect_shader_variable struct d3d10_effect_shader_variable
{ {
struct d3d10_effect_shader_signature input_signature; struct d3d10_effect_shader_signature input_signature;
struct d3d10_effect_shader_signature output_signature;
union union
{ {
ID3D10VertexShader *vs; ID3D10VertexShader *vs;
......
...@@ -31,6 +31,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d10); ...@@ -31,6 +31,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
#define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C') #define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C')
#define TAG_FX10 MAKE_TAG('F', 'X', '1', '0') #define TAG_FX10 MAKE_TAG('F', 'X', '1', '0')
#define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N') #define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N')
#define TAG_OSGN MAKE_TAG('O', 'S', 'G', 'N')
#define D3D10_FX10_TYPE_COLUMN_SHIFT 11 #define D3D10_FX10_TYPE_COLUMN_SHIFT 11
#define D3D10_FX10_TYPE_COLUMN_MASK (0x7 << D3D10_FX10_TYPE_COLUMN_SHIFT) #define D3D10_FX10_TYPE_COLUMN_MASK (0x7 << D3D10_FX10_TYPE_COLUMN_SHIFT)
...@@ -288,12 +289,16 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag ...@@ -288,12 +289,16 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag
switch(tag) switch(tag)
{ {
case TAG_ISGN: case TAG_ISGN:
case TAG_OSGN:
{ {
/* 32 (DXBC header) + 1 * 4 (chunk index) + 2 * 4 (chunk header) + data_size (chunk data) */ /* 32 (DXBC header) + 1 * 4 (chunk index) + 2 * 4 (chunk header) + data_size (chunk data) */
UINT size = 44 + data_size; UINT size = 44 + data_size;
struct d3d10_effect_shader_signature *sig = &s->input_signature; struct d3d10_effect_shader_signature *sig;
char *ptr; char *ptr;
if (tag == TAG_ISGN) sig = &s->input_signature;
else sig = &s->output_signature;
sig->signature = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size); sig->signature = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size);
if (!sig->signature) if (!sig->signature)
{ {
...@@ -325,7 +330,7 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag ...@@ -325,7 +330,7 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag
write_dword(&ptr, (ptr - sig->signature) + 4); write_dword(&ptr, (ptr - sig->signature) + 4);
/* chunk */ /* chunk */
write_dword(&ptr, TAG_ISGN); write_dword(&ptr, tag);
write_dword(&ptr, data_size); write_dword(&ptr, data_size);
memcpy(ptr, data, data_size); memcpy(ptr, data, data_size);
...@@ -1864,6 +1869,7 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v) ...@@ -1864,6 +1869,7 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
case D3D10_SVT_PIXELSHADER: case D3D10_SVT_PIXELSHADER:
case D3D10_SVT_GEOMETRYSHADER: case D3D10_SVT_GEOMETRYSHADER:
shader_free_signature(&((struct d3d10_effect_shader_variable *)v->data)->input_signature); shader_free_signature(&((struct d3d10_effect_shader_variable *)v->data)->input_signature);
shader_free_signature(&((struct d3d10_effect_shader_variable *)v->data)->output_signature);
break; break;
default: default:
...@@ -5296,10 +5302,56 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetOutputSignature ...@@ -5296,10 +5302,56 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetOutputSignature
ID3D10EffectShaderVariable *iface, UINT shader_index, UINT element_index, ID3D10EffectShaderVariable *iface, UINT shader_index, UINT element_index,
D3D10_SIGNATURE_PARAMETER_DESC *desc) D3D10_SIGNATURE_PARAMETER_DESC *desc)
{ {
FIXME("iface %p, shader_index %u, element_index %u, desc %p stub!\n", struct d3d10_effect_variable *This = (struct d3d10_effect_variable *)iface;
struct d3d10_effect_shader_variable *s;
D3D10_SIGNATURE_PARAMETER_DESC *d;
TRACE("iface %p, shader_index %u, element_index %u, desc %p\n",
iface, shader_index, element_index, desc); iface, shader_index, element_index, desc);
return E_NOTIMPL; if (!iface->lpVtbl->IsValid(iface))
{
WARN("Null variable specified\n");
return E_FAIL;
}
/* Check shader_index, this crashes on W7/DX10 */
if (shader_index >= This->effect->used_shader_count)
{
WARN("This should crash on W7/DX10!\n");
return E_FAIL;
}
s = This->effect->used_shaders[shader_index]->data;
if (!s->output_signature.signature)
{
WARN("No shader signature\n");
return D3DERR_INVALIDCALL;
}
/* Check desc for NULL, this crashes on W7/DX10 */
if (!desc)
{
WARN("This should crash on W7/DX10!\n");
return E_FAIL;
}
if (element_index >= s->output_signature.element_count)
{
WARN("Invalid element index specified\n");
return E_INVALIDARG;
}
d = &s->output_signature.elements[element_index];
desc->SemanticName = d->SemanticName;
desc->SemanticIndex = d->SemanticIndex;
desc->SystemValueType = d->SystemValueType;
desc->ComponentType = d->ComponentType;
desc->Register = d->Register;
desc->ReadWriteMask = d->ReadWriteMask;
desc->Mask = d->Mask;
return S_OK;
} }
......
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