Commit 2b83832f authored by Nikolay Sivov's avatar Nikolay Sivov Committed by Alexandre Julliard

d3d10/effect: Add a semi-stub for GetShaderDesc().

parent 7b3550fb
......@@ -6780,12 +6780,64 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetRawValue(
/* ID3D10EffectShaderVariable methods */
static HRESULT d3d10_get_shader_variable(struct d3d10_effect_variable *v, UINT shader_index,
struct d3d10_effect_shader_variable **s)
{
unsigned int i;
if (v->type->element_count)
v = &v->elements[0];
if (!shader_index)
{
*s = &v->u.shader;
return S_OK;
}
/* Index is used as an offset from this variable. */
for (i = 0; i < v->effect->used_shader_count; ++i)
{
if (v == v->effect->used_shaders[i]) break;
}
if (i + shader_index >= v->effect->used_shader_count)
{
WARN("Invalid shader index %u.\n", shader_index);
return E_FAIL;
}
*s = &v->effect->used_shaders[i + shader_index]->u.shader;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetShaderDesc(
ID3D10EffectShaderVariable *iface, UINT index, D3D10_EFFECT_SHADER_DESC *desc)
{
FIXME("iface %p, index %u, desc %p stub!\n", iface, index, desc);
struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface);
struct d3d10_effect_shader_variable *s;
D3D10_SHADER_DESC shader_desc;
HRESULT hr;
return E_NOTIMPL;
FIXME("iface %p, index %u, desc %p semi-stub.\n", iface, index, desc);
if (FAILED(hr = d3d10_get_shader_variable(v, index, &s)))
return hr;
memset(desc, 0, sizeof(*desc));
if (s->input_signature)
desc->pInputSignature = ID3D10Blob_GetBufferPointer(s->input_signature);
desc->SODecl = s->stream_output_declaration;
if (s->reflection)
{
if (SUCCEEDED(hr = s->reflection->lpVtbl->GetDesc(s->reflection, &shader_desc)))
{
desc->NumInputSignatureEntries = shader_desc.InputParameters;
desc->NumOutputSignatureEntries = shader_desc.OutputParameters;
}
}
return hr;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetVertexShader(
......@@ -6858,32 +6910,10 @@ static HRESULT d3d10_get_shader_variable_signature(struct d3d10_effect_variable
UINT shader_index, UINT element_index, BOOL output, D3D10_SIGNATURE_PARAMETER_DESC *desc)
{
struct d3d10_effect_shader_variable *s;
unsigned int i;
if (v->type->element_count)
v = &v->elements[0];
if (shader_index == 0)
{
s = &v->u.shader;
}
else
{
/* Index is used as an offset from this variable. */
for (i = 0; i < v->effect->used_shader_count; ++i)
{
if (v == v->effect->used_shaders[i]) break;
}
if (i + shader_index >= v->effect->used_shader_count)
{
WARN("This should crash!\n");
return E_FAIL;
}
HRESULT hr;
s = &v->effect->used_shaders[i + shader_index]->u.shader;
}
if (FAILED(hr = d3d10_get_shader_variable(v, shader_index, &s)))
return hr;
if (!s->reflection)
return D3DERR_INVALIDCALL;
......
......@@ -3642,14 +3642,10 @@ if (0)
v = effect->lpVtbl->GetVariableByName(effect, "g_so");
gs = v->lpVtbl->AsShader(v);
hr = gs->lpVtbl->GetShaderDesc(gs, 0, &shaderdesc);
todo_wine
ok(hr == S_OK, "Failed to get shader description, hr %#x.\n", hr);
if (hr == S_OK)
{
ok(!shaderdesc.IsInline, "Unexpected inline flag.\n");
ok(!strcmp(shaderdesc.SODecl, "SV_POSITION.x"), "Unexpected stream output declaration %s.\n",
shaderdesc.SODecl);
}
/* Signature description */
v = effect->lpVtbl->GetVariableByName(effect, "p");
......@@ -5865,6 +5861,128 @@ static void test_effect_resource_variable(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
static void test_effect_optimize(void)
{
D3D10_EFFECT_SHADER_DESC shaderdesc;
ID3D10EffectShaderVariable *gs;
ID3D10EffectVariable *v;
ID3D10Effect *effect;
ID3D10Device *device;
ULONG refcount;
HRESULT hr;
if (!(device = create_device()))
{
skip("Failed to create device, skipping tests.\n");
return;
}
hr = create_effect(fx_local_shader, 0, device, NULL, &effect);
ok(SUCCEEDED(hr), "Failed to create an effect.\n");
v = effect->lpVtbl->GetVariableByName(effect, "g_so");
gs = v->lpVtbl->AsShader(v);
hr = gs->lpVtbl->GetShaderDesc(gs, 0, &shaderdesc);
ok(hr == S_OK, "Failed to get shader description, hr %#x.\n", hr);
ok(!!shaderdesc.pInputSignature, "Expected input signature.\n");
ok(!shaderdesc.IsInline, "Unexpected inline flag.\n");
todo_wine {
ok(!!shaderdesc.pBytecode, "Expected bytecode.\n");
ok(!!shaderdesc.BytecodeLength, "Unexpected bytecode length.\n");
}
ok(!strcmp(shaderdesc.SODecl, "SV_POSITION.x"), "Unexpected stream output declaration %s.\n", shaderdesc.SODecl);
ok(!!shaderdesc.NumInputSignatureEntries, "Unexpected input signature count.\n");
ok(!!shaderdesc.NumOutputSignatureEntries, "Unexpected output signature count.\n");
hr = effect->lpVtbl->Optimize(effect);
todo_wine
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
hr = gs->lpVtbl->GetShaderDesc(gs, 0, &shaderdesc);
ok(hr == S_OK, "Failed to get shader description, hr %#x.\n", hr);
ok(!!shaderdesc.pInputSignature, "Expected input signature.\n");
ok(!shaderdesc.IsInline, "Unexpected inline flag.\n");
ok(!shaderdesc.pBytecode, "Unexpected bytecode.\n");
ok(!shaderdesc.BytecodeLength, "Unexpected bytecode length.\n");
todo_wine {
ok(!shaderdesc.SODecl, "Unexpected stream output declaration %p.\n", shaderdesc.SODecl);
ok(!shaderdesc.NumInputSignatureEntries, "Unexpected input signature count.\n");
ok(!shaderdesc.NumOutputSignatureEntries, "Unexpected output signature count.\n");
}
effect->lpVtbl->Release(effect);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
static void test_effect_shader_description(void)
{
D3D10_EFFECT_SHADER_DESC shaderdesc;
ID3D10EffectShaderVariable *s;
ID3D10EffectVariable *v;
ID3D10Effect *effect;
ID3D10Device *device;
ULONG refcount;
HRESULT hr;
if (!(device = create_device()))
{
skip("Failed to create device, skipping tests.\n");
return;
}
hr = create_effect(fx_local_shader, 0, device, NULL, &effect);
ok(SUCCEEDED(hr), "Failed to create an effect.\n");
v = effect->lpVtbl->GetVariableByName(effect, "v0");
/* GetShaderDesc() is indexing through all shaders in the effect.*/
s = v->lpVtbl->AsShader(v);
hr = s->lpVtbl->GetShaderDesc(s, 0, &shaderdesc);
ok(hr == S_OK, "Failed to get shader description, hr %#x.\n", hr);
ok(!shaderdesc.BytecodeLength, "Unexpected bytecode length %u.\n", shaderdesc.BytecodeLength);
hr = s->lpVtbl->GetShaderDesc(s, 1, &shaderdesc);
ok(hr == S_OK, "Failed to get shader description, hr %#x.\n", hr);
ok(!shaderdesc.BytecodeLength, "Unexpected bytecode length %u.\n", shaderdesc.BytecodeLength);
hr = s->lpVtbl->GetShaderDesc(s, 2, &shaderdesc);
ok(hr == S_OK, "Failed to get shader description, hr %#x.\n", hr);
ok(!shaderdesc.BytecodeLength, "Unexpected bytecode length %u.\n", shaderdesc.BytecodeLength);
hr = s->lpVtbl->GetShaderDesc(s, 3, &shaderdesc);
ok(hr == S_OK, "Failed to get shader description, hr %#x.\n", hr);
todo_wine
ok(shaderdesc.BytecodeLength == 424, "Unexpected bytecode length %u.\n",
shaderdesc.BytecodeLength);
hr = s->lpVtbl->GetShaderDesc(s, 4, &shaderdesc);
ok(hr == S_OK, "Failed to get shader description, hr %#x.\n", hr);
todo_wine
ok(shaderdesc.BytecodeLength == 424, "Unexpected bytecode length %u.\n",
shaderdesc.BytecodeLength);
hr = s->lpVtbl->GetShaderDesc(s, 5, &shaderdesc);
ok(hr == S_OK, "Failed to get shader description, hr %#x.\n", hr);
todo_wine
ok(shaderdesc.BytecodeLength == 420, "Unexpected bytecode length %u.\n",
shaderdesc.BytecodeLength);
hr = s->lpVtbl->GetShaderDesc(s, 6, &shaderdesc);
ok(hr == S_OK, "Failed to get shader description, hr %#x.\n", hr);
todo_wine
ok(shaderdesc.BytecodeLength == 516, "Unexpected bytecode length %u.\n",
shaderdesc.BytecodeLength);
ok(!shaderdesc.SODecl, "Unexpected SO declaration %p.\n", shaderdesc.SODecl);
hr = s->lpVtbl->GetShaderDesc(s, 7, &shaderdesc);
ok(hr == S_OK, "Failed to get shader description, hr %#x.\n", hr);
todo_wine
ok(shaderdesc.BytecodeLength == 516, "Unexpected bytecode length %u.\n",
shaderdesc.BytecodeLength);
ok(!strcmp(shaderdesc.SODecl, "SV_POSITION.x"), "Unexpected SO declaration %s.\n",
wine_dbgstr_a(shaderdesc.SODecl));
effect->lpVtbl->Release(effect);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
START_TEST(effect)
{
test_effect_constant_buffer_type();
......@@ -5881,4 +5999,6 @@ START_TEST(effect)
test_effect_vector_variable();
test_effect_matrix_variable();
test_effect_resource_variable();
test_effect_optimize();
test_effect_shader_description();
}
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