Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
569fcd33
Commit
569fcd33
authored
May 23, 2016
by
Henri Verbeet
Committed by
Alexandre Julliard
May 24, 2016
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Store shader signatures directly in struct wined3d_shader_desc.
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
597c4d52
Show whitespace changes
Inline
Side-by-side
Showing
5 changed files
with
40 additions
and
65 deletions
+40
-65
shader.c
dlls/d3d11/shader.c
+20
-40
shader.c
dlls/d3d8/shader.c
+4
-4
shader.c
dlls/d3d9/shader.c
+4
-4
shader.c
dlls/wined3d/shader.c
+10
-15
wined3d.h
include/wine/wined3d.h
+2
-2
No files found.
dlls/d3d11/shader.c
View file @
569fcd33
...
@@ -385,8 +385,6 @@ static unsigned int d3d_sm_from_feature_level(D3D_FEATURE_LEVEL feature_level)
...
@@ -385,8 +385,6 @@ static unsigned int d3d_sm_from_feature_level(D3D_FEATURE_LEVEL feature_level)
static
HRESULT
d3d_vertex_shader_init
(
struct
d3d_vertex_shader
*
shader
,
struct
d3d_device
*
device
,
static
HRESULT
d3d_vertex_shader_init
(
struct
d3d_vertex_shader
*
shader
,
struct
d3d_device
*
device
,
const
void
*
byte_code
,
SIZE_T
byte_code_length
)
const
void
*
byte_code
,
SIZE_T
byte_code_length
)
{
{
struct
wined3d_shader_signature
output_signature
;
struct
wined3d_shader_signature
input_signature
;
struct
d3d_shader_info
shader_info
;
struct
d3d_shader_info
shader_info
;
struct
wined3d_shader_desc
desc
;
struct
wined3d_shader_desc
desc
;
HRESULT
hr
;
HRESULT
hr
;
...
@@ -397,8 +395,8 @@ static HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d
...
@@ -397,8 +395,8 @@ static HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d
wined3d_mutex_lock
();
wined3d_mutex_lock
();
wined3d_private_store_init
(
&
shader
->
private_store
);
wined3d_private_store_init
(
&
shader
->
private_store
);
shader_info
.
input_signature
=
&
input_signature
;
shader_info
.
input_signature
=
&
desc
.
input_signature
;
shader_info
.
output_signature
=
&
output_signature
;
shader_info
.
output_signature
=
&
desc
.
output_signature
;
if
(
FAILED
(
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
)))
if
(
FAILED
(
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
)))
{
{
WARN
(
"Failed to extract shader, hr %#x.
\n
"
,
hr
);
WARN
(
"Failed to extract shader, hr %#x.
\n
"
,
hr
);
...
@@ -408,14 +406,12 @@ static HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d
...
@@ -408,14 +406,12 @@ static HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d
}
}
desc
.
byte_code
=
shader_info
.
shader_code
;
desc
.
byte_code
=
shader_info
.
shader_code
;
desc
.
input_signature
=
&
input_signature
;
desc
.
output_signature
=
&
output_signature
;
desc
.
max_version
=
d3d_sm_from_feature_level
(
device
->
feature_level
);
desc
.
max_version
=
d3d_sm_from_feature_level
(
device
->
feature_level
);
hr
=
wined3d_shader_create_vs
(
device
->
wined3d_device
,
&
desc
,
shader
,
hr
=
wined3d_shader_create_vs
(
device
->
wined3d_device
,
&
desc
,
shader
,
&
d3d_vertex_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
&
d3d_vertex_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
shader_free_signature
(
&
input_signature
);
shader_free_signature
(
&
desc
.
input_signature
);
shader_free_signature
(
&
output_signature
);
shader_free_signature
(
&
desc
.
output_signature
);
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
))
{
{
WARN
(
"Failed to create wined3d vertex shader, hr %#x.
\n
"
,
hr
);
WARN
(
"Failed to create wined3d vertex shader, hr %#x.
\n
"
,
hr
);
...
@@ -601,8 +597,6 @@ static const struct wined3d_parent_ops d3d11_hull_shader_wined3d_parent_ops =
...
@@ -601,8 +597,6 @@ static const struct wined3d_parent_ops d3d11_hull_shader_wined3d_parent_ops =
static
HRESULT
d3d11_hull_shader_init
(
struct
d3d11_hull_shader
*
shader
,
struct
d3d_device
*
device
,
static
HRESULT
d3d11_hull_shader_init
(
struct
d3d11_hull_shader
*
shader
,
struct
d3d_device
*
device
,
const
void
*
byte_code
,
SIZE_T
byte_code_length
)
const
void
*
byte_code
,
SIZE_T
byte_code_length
)
{
{
struct
wined3d_shader_signature
output_signature
;
struct
wined3d_shader_signature
input_signature
;
struct
d3d_shader_info
shader_info
;
struct
d3d_shader_info
shader_info
;
struct
wined3d_shader_desc
desc
;
struct
wined3d_shader_desc
desc
;
HRESULT
hr
;
HRESULT
hr
;
...
@@ -612,8 +606,8 @@ static HRESULT d3d11_hull_shader_init(struct d3d11_hull_shader *shader, struct d
...
@@ -612,8 +606,8 @@ static HRESULT d3d11_hull_shader_init(struct d3d11_hull_shader *shader, struct d
wined3d_mutex_lock
();
wined3d_mutex_lock
();
wined3d_private_store_init
(
&
shader
->
private_store
);
wined3d_private_store_init
(
&
shader
->
private_store
);
shader_info
.
input_signature
=
&
input_signature
;
shader_info
.
input_signature
=
&
desc
.
input_signature
;
shader_info
.
output_signature
=
&
output_signature
;
shader_info
.
output_signature
=
&
desc
.
output_signature
;
if
(
FAILED
(
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
)))
if
(
FAILED
(
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
)))
{
{
WARN
(
"Failed to extract shader, hr %#x.
\n
"
,
hr
);
WARN
(
"Failed to extract shader, hr %#x.
\n
"
,
hr
);
...
@@ -623,14 +617,12 @@ static HRESULT d3d11_hull_shader_init(struct d3d11_hull_shader *shader, struct d
...
@@ -623,14 +617,12 @@ static HRESULT d3d11_hull_shader_init(struct d3d11_hull_shader *shader, struct d
}
}
desc
.
byte_code
=
shader_info
.
shader_code
;
desc
.
byte_code
=
shader_info
.
shader_code
;
desc
.
input_signature
=
&
input_signature
;
desc
.
output_signature
=
&
output_signature
;
desc
.
max_version
=
d3d_sm_from_feature_level
(
device
->
feature_level
);
desc
.
max_version
=
d3d_sm_from_feature_level
(
device
->
feature_level
);
hr
=
wined3d_shader_create_hs
(
device
->
wined3d_device
,
&
desc
,
shader
,
hr
=
wined3d_shader_create_hs
(
device
->
wined3d_device
,
&
desc
,
shader
,
&
d3d11_hull_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
&
d3d11_hull_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
shader_free_signature
(
&
input_signature
);
shader_free_signature
(
&
desc
.
input_signature
);
shader_free_signature
(
&
output_signature
);
shader_free_signature
(
&
desc
.
output_signature
);
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
))
{
{
WARN
(
"Failed to create wined3d hull shader, hr %#x.
\n
"
,
hr
);
WARN
(
"Failed to create wined3d hull shader, hr %#x.
\n
"
,
hr
);
...
@@ -797,8 +789,6 @@ static const struct wined3d_parent_ops d3d11_domain_shader_wined3d_parent_ops =
...
@@ -797,8 +789,6 @@ static const struct wined3d_parent_ops d3d11_domain_shader_wined3d_parent_ops =
static
HRESULT
d3d11_domain_shader_init
(
struct
d3d11_domain_shader
*
shader
,
struct
d3d_device
*
device
,
static
HRESULT
d3d11_domain_shader_init
(
struct
d3d11_domain_shader
*
shader
,
struct
d3d_device
*
device
,
const
void
*
byte_code
,
SIZE_T
byte_code_length
)
const
void
*
byte_code
,
SIZE_T
byte_code_length
)
{
{
struct
wined3d_shader_signature
output_signature
;
struct
wined3d_shader_signature
input_signature
;
struct
d3d_shader_info
shader_info
;
struct
d3d_shader_info
shader_info
;
struct
wined3d_shader_desc
desc
;
struct
wined3d_shader_desc
desc
;
HRESULT
hr
;
HRESULT
hr
;
...
@@ -808,8 +798,8 @@ static HRESULT d3d11_domain_shader_init(struct d3d11_domain_shader *shader, stru
...
@@ -808,8 +798,8 @@ static HRESULT d3d11_domain_shader_init(struct d3d11_domain_shader *shader, stru
wined3d_mutex_lock
();
wined3d_mutex_lock
();
wined3d_private_store_init
(
&
shader
->
private_store
);
wined3d_private_store_init
(
&
shader
->
private_store
);
shader_info
.
input_signature
=
&
input_signature
;
shader_info
.
input_signature
=
&
desc
.
input_signature
;
shader_info
.
output_signature
=
&
output_signature
;
shader_info
.
output_signature
=
&
desc
.
output_signature
;
if
(
FAILED
(
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
)))
if
(
FAILED
(
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
)))
{
{
WARN
(
"Failed to extract shader, hr %#x.
\n
"
,
hr
);
WARN
(
"Failed to extract shader, hr %#x.
\n
"
,
hr
);
...
@@ -819,14 +809,12 @@ static HRESULT d3d11_domain_shader_init(struct d3d11_domain_shader *shader, stru
...
@@ -819,14 +809,12 @@ static HRESULT d3d11_domain_shader_init(struct d3d11_domain_shader *shader, stru
}
}
desc
.
byte_code
=
shader_info
.
shader_code
;
desc
.
byte_code
=
shader_info
.
shader_code
;
desc
.
input_signature
=
&
input_signature
;
desc
.
output_signature
=
&
output_signature
;
desc
.
max_version
=
d3d_sm_from_feature_level
(
device
->
feature_level
);
desc
.
max_version
=
d3d_sm_from_feature_level
(
device
->
feature_level
);
hr
=
wined3d_shader_create_ds
(
device
->
wined3d_device
,
&
desc
,
shader
,
hr
=
wined3d_shader_create_ds
(
device
->
wined3d_device
,
&
desc
,
shader
,
&
d3d11_domain_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
&
d3d11_domain_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
shader_free_signature
(
&
input_signature
);
shader_free_signature
(
&
desc
.
input_signature
);
shader_free_signature
(
&
output_signature
);
shader_free_signature
(
&
desc
.
output_signature
);
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
))
{
{
WARN
(
"Failed to create wined3d domain shader, hr %#x.
\n
"
,
hr
);
WARN
(
"Failed to create wined3d domain shader, hr %#x.
\n
"
,
hr
);
...
@@ -1096,8 +1084,6 @@ static const struct wined3d_parent_ops d3d_geometry_shader_wined3d_parent_ops =
...
@@ -1096,8 +1084,6 @@ static const struct wined3d_parent_ops d3d_geometry_shader_wined3d_parent_ops =
static
HRESULT
d3d_geometry_shader_init
(
struct
d3d_geometry_shader
*
shader
,
struct
d3d_device
*
device
,
static
HRESULT
d3d_geometry_shader_init
(
struct
d3d_geometry_shader
*
shader
,
struct
d3d_device
*
device
,
const
void
*
byte_code
,
SIZE_T
byte_code_length
)
const
void
*
byte_code
,
SIZE_T
byte_code_length
)
{
{
struct
wined3d_shader_signature
output_signature
;
struct
wined3d_shader_signature
input_signature
;
struct
d3d_shader_info
shader_info
;
struct
d3d_shader_info
shader_info
;
struct
wined3d_shader_desc
desc
;
struct
wined3d_shader_desc
desc
;
HRESULT
hr
;
HRESULT
hr
;
...
@@ -1108,8 +1094,8 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader, stru
...
@@ -1108,8 +1094,8 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader, stru
wined3d_mutex_lock
();
wined3d_mutex_lock
();
wined3d_private_store_init
(
&
shader
->
private_store
);
wined3d_private_store_init
(
&
shader
->
private_store
);
shader_info
.
input_signature
=
&
input_signature
;
shader_info
.
input_signature
=
&
desc
.
input_signature
;
shader_info
.
output_signature
=
&
output_signature
;
shader_info
.
output_signature
=
&
desc
.
output_signature
;
if
(
FAILED
(
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
)))
if
(
FAILED
(
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
)))
{
{
WARN
(
"Failed to extract shader, hr %#x.
\n
"
,
hr
);
WARN
(
"Failed to extract shader, hr %#x.
\n
"
,
hr
);
...
@@ -1119,14 +1105,12 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader, stru
...
@@ -1119,14 +1105,12 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader, stru
}
}
desc
.
byte_code
=
shader_info
.
shader_code
;
desc
.
byte_code
=
shader_info
.
shader_code
;
desc
.
input_signature
=
&
input_signature
;
desc
.
output_signature
=
&
output_signature
;
desc
.
max_version
=
d3d_sm_from_feature_level
(
device
->
feature_level
);
desc
.
max_version
=
d3d_sm_from_feature_level
(
device
->
feature_level
);
hr
=
wined3d_shader_create_gs
(
device
->
wined3d_device
,
&
desc
,
shader
,
hr
=
wined3d_shader_create_gs
(
device
->
wined3d_device
,
&
desc
,
shader
,
&
d3d_geometry_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
&
d3d_geometry_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
shader_free_signature
(
&
input_signature
);
shader_free_signature
(
&
desc
.
input_signature
);
shader_free_signature
(
&
output_signature
);
shader_free_signature
(
&
desc
.
output_signature
);
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
))
{
{
WARN
(
"Failed to create wined3d geometry shader, hr %#x.
\n
"
,
hr
);
WARN
(
"Failed to create wined3d geometry shader, hr %#x.
\n
"
,
hr
);
...
@@ -1422,8 +1406,6 @@ static const struct wined3d_parent_ops d3d_pixel_shader_wined3d_parent_ops =
...
@@ -1422,8 +1406,6 @@ static const struct wined3d_parent_ops d3d_pixel_shader_wined3d_parent_ops =
static
HRESULT
d3d_pixel_shader_init
(
struct
d3d_pixel_shader
*
shader
,
struct
d3d_device
*
device
,
static
HRESULT
d3d_pixel_shader_init
(
struct
d3d_pixel_shader
*
shader
,
struct
d3d_device
*
device
,
const
void
*
byte_code
,
SIZE_T
byte_code_length
)
const
void
*
byte_code
,
SIZE_T
byte_code_length
)
{
{
struct
wined3d_shader_signature
output_signature
;
struct
wined3d_shader_signature
input_signature
;
struct
d3d_shader_info
shader_info
;
struct
d3d_shader_info
shader_info
;
struct
wined3d_shader_desc
desc
;
struct
wined3d_shader_desc
desc
;
HRESULT
hr
;
HRESULT
hr
;
...
@@ -1434,8 +1416,8 @@ static HRESULT d3d_pixel_shader_init(struct d3d_pixel_shader *shader, struct d3d
...
@@ -1434,8 +1416,8 @@ static HRESULT d3d_pixel_shader_init(struct d3d_pixel_shader *shader, struct d3d
wined3d_mutex_lock
();
wined3d_mutex_lock
();
wined3d_private_store_init
(
&
shader
->
private_store
);
wined3d_private_store_init
(
&
shader
->
private_store
);
shader_info
.
input_signature
=
&
input_signature
;
shader_info
.
input_signature
=
&
desc
.
input_signature
;
shader_info
.
output_signature
=
&
output_signature
;
shader_info
.
output_signature
=
&
desc
.
output_signature
;
if
(
FAILED
(
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
)))
if
(
FAILED
(
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
)))
{
{
WARN
(
"Failed to extract shader, hr %#x.
\n
"
,
hr
);
WARN
(
"Failed to extract shader, hr %#x.
\n
"
,
hr
);
...
@@ -1445,14 +1427,12 @@ static HRESULT d3d_pixel_shader_init(struct d3d_pixel_shader *shader, struct d3d
...
@@ -1445,14 +1427,12 @@ static HRESULT d3d_pixel_shader_init(struct d3d_pixel_shader *shader, struct d3d
}
}
desc
.
byte_code
=
shader_info
.
shader_code
;
desc
.
byte_code
=
shader_info
.
shader_code
;
desc
.
input_signature
=
&
input_signature
;
desc
.
output_signature
=
&
output_signature
;
desc
.
max_version
=
d3d_sm_from_feature_level
(
device
->
feature_level
);
desc
.
max_version
=
d3d_sm_from_feature_level
(
device
->
feature_level
);
hr
=
wined3d_shader_create_ps
(
device
->
wined3d_device
,
&
desc
,
shader
,
hr
=
wined3d_shader_create_ps
(
device
->
wined3d_device
,
&
desc
,
shader
,
&
d3d_pixel_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
&
d3d_pixel_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
shader_free_signature
(
&
input_signature
);
shader_free_signature
(
&
desc
.
input_signature
);
shader_free_signature
(
&
output_signature
);
shader_free_signature
(
&
desc
.
output_signature
);
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
))
{
{
WARN
(
"Failed to create wined3d pixel shader, hr %#x.
\n
"
,
hr
);
WARN
(
"Failed to create wined3d pixel shader, hr %#x.
\n
"
,
hr
);
...
...
dlls/d3d8/shader.c
View file @
569fcd33
...
@@ -117,8 +117,8 @@ HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_d
...
@@ -117,8 +117,8 @@ HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_d
FIXME
(
"Usage %#x not implemented.
\n
"
,
usage
);
FIXME
(
"Usage %#x not implemented.
\n
"
,
usage
);
desc
.
byte_code
=
byte_code
;
desc
.
byte_code
=
byte_code
;
desc
.
input_signature
=
NULL
;
desc
.
input_signature
.
element_count
=
0
;
desc
.
output_signature
=
NULL
;
desc
.
output_signature
.
element_count
=
0
;
desc
.
max_version
=
1
;
desc
.
max_version
=
1
;
wined3d_mutex_lock
();
wined3d_mutex_lock
();
...
@@ -166,8 +166,8 @@ HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_dev
...
@@ -166,8 +166,8 @@ HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_dev
shader
->
handle
=
shader_handle
;
shader
->
handle
=
shader_handle
;
desc
.
byte_code
=
byte_code
;
desc
.
byte_code
=
byte_code
;
desc
.
input_signature
=
NULL
;
desc
.
input_signature
.
element_count
=
0
;
desc
.
output_signature
=
NULL
;
desc
.
output_signature
.
element_count
=
0
;
desc
.
max_version
=
1
;
desc
.
max_version
=
1
;
wined3d_mutex_lock
();
wined3d_mutex_lock
();
...
...
dlls/d3d9/shader.c
View file @
569fcd33
...
@@ -143,8 +143,8 @@ HRESULT vertexshader_init(struct d3d9_vertexshader *shader, struct d3d9_device *
...
@@ -143,8 +143,8 @@ HRESULT vertexshader_init(struct d3d9_vertexshader *shader, struct d3d9_device *
shader
->
IDirect3DVertexShader9_iface
.
lpVtbl
=
&
d3d9_vertexshader_vtbl
;
shader
->
IDirect3DVertexShader9_iface
.
lpVtbl
=
&
d3d9_vertexshader_vtbl
;
desc
.
byte_code
=
byte_code
;
desc
.
byte_code
=
byte_code
;
desc
.
input_signature
=
NULL
;
desc
.
input_signature
.
element_count
=
0
;
desc
.
output_signature
=
NULL
;
desc
.
output_signature
.
element_count
=
0
;
desc
.
max_version
=
3
;
desc
.
max_version
=
3
;
wined3d_mutex_lock
();
wined3d_mutex_lock
();
...
@@ -294,8 +294,8 @@ HRESULT pixelshader_init(struct d3d9_pixelshader *shader, struct d3d9_device *de
...
@@ -294,8 +294,8 @@ HRESULT pixelshader_init(struct d3d9_pixelshader *shader, struct d3d9_device *de
shader
->
IDirect3DPixelShader9_iface
.
lpVtbl
=
&
d3d9_pixelshader_vtbl
;
shader
->
IDirect3DPixelShader9_iface
.
lpVtbl
=
&
d3d9_pixelshader_vtbl
;
desc
.
byte_code
=
byte_code
;
desc
.
byte_code
=
byte_code
;
desc
.
input_signature
=
NULL
;
desc
.
input_signature
.
element_count
=
0
;
desc
.
output_signature
=
NULL
;
desc
.
output_signature
.
element_count
=
0
;
desc
.
max_version
=
3
;
desc
.
max_version
=
3
;
wined3d_mutex_lock
();
wined3d_mutex_lock
();
...
...
dlls/wined3d/shader.c
View file @
569fcd33
...
@@ -2737,6 +2737,9 @@ static HRESULT shader_signature_copy(struct wined3d_shader_signature *dst,
...
@@ -2737,6 +2737,9 @@ static HRESULT shader_signature_copy(struct wined3d_shader_signature *dst,
SIZE_T
len
;
SIZE_T
len
;
char
*
ptr
;
char
*
ptr
;
if
(
!
src
->
element_count
)
return
WINED3D_OK
;
ptr
=
*
signature_strings
;
ptr
=
*
signature_strings
;
dst
->
element_count
=
src
->
element_count
;
dst
->
element_count
=
src
->
element_count
;
...
@@ -2778,42 +2781,34 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device
...
@@ -2778,42 +2781,34 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device
shader
->
parent_ops
=
parent_ops
;
shader
->
parent_ops
=
parent_ops
;
total
=
0
;
total
=
0
;
if
(
desc
->
input_signature
)
for
(
i
=
0
;
i
<
desc
->
input_signature
.
element_count
;
++
i
)
{
for
(
i
=
0
;
i
<
desc
->
input_signature
->
element_count
;
++
i
)
{
{
e
=
&
desc
->
input_signature
->
elements
[
i
];
e
=
&
desc
->
input_signature
.
elements
[
i
];
len
=
strlen
(
e
->
semantic_name
);
len
=
strlen
(
e
->
semantic_name
);
if
(
len
>=
~
(
SIZE_T
)
0
-
total
)
if
(
len
>=
~
(
SIZE_T
)
0
-
total
)
return
E_OUTOFMEMORY
;
return
E_OUTOFMEMORY
;
total
+=
len
+
1
;
total
+=
len
+
1
;
}
}
}
for
(
i
=
0
;
i
<
desc
->
output_signature
.
element_count
;
++
i
)
if
(
desc
->
output_signature
)
{
for
(
i
=
0
;
i
<
desc
->
output_signature
->
element_count
;
++
i
)
{
{
e
=
&
desc
->
output_signature
->
elements
[
i
];
e
=
&
desc
->
output_signature
.
elements
[
i
];
len
=
strlen
(
e
->
semantic_name
);
len
=
strlen
(
e
->
semantic_name
);
if
(
len
>=
~
(
SIZE_T
)
0
-
total
)
if
(
len
>=
~
(
SIZE_T
)
0
-
total
)
return
E_OUTOFMEMORY
;
return
E_OUTOFMEMORY
;
total
+=
len
+
1
;
total
+=
len
+
1
;
}
}
}
if
(
total
&&
!
(
shader
->
signature_strings
=
HeapAlloc
(
GetProcessHeap
(),
0
,
total
)))
if
(
!
(
shader
->
signature_strings
=
HeapAlloc
(
GetProcessHeap
(),
0
,
total
)))
return
E_OUTOFMEMORY
;
return
E_OUTOFMEMORY
;
ptr
=
shader
->
signature_strings
;
ptr
=
shader
->
signature_strings
;
if
(
desc
->
input_signature
&&
FAILED
(
hr
=
shader_signature_copy
(
&
shader
->
input_signature
,
if
(
FAILED
(
hr
=
shader_signature_copy
(
&
shader
->
input_signature
,
&
desc
->
input_signature
,
&
ptr
)))
desc
->
input_signature
,
&
ptr
)))
{
{
HeapFree
(
GetProcessHeap
(),
0
,
shader
->
signature_strings
);
HeapFree
(
GetProcessHeap
(),
0
,
shader
->
signature_strings
);
return
hr
;
return
hr
;
}
}
if
(
desc
->
output_signature
&&
FAILED
(
hr
=
shader_signature_copy
(
&
shader
->
output_signature
,
if
(
FAILED
(
hr
=
shader_signature_copy
(
&
shader
->
output_signature
,
&
desc
->
output_signature
,
&
ptr
)))
desc
->
output_signature
,
&
ptr
)))
{
{
HeapFree
(
GetProcessHeap
(),
0
,
shader
->
input_signature
.
elements
);
HeapFree
(
GetProcessHeap
(),
0
,
shader
->
input_signature
.
elements
);
HeapFree
(
GetProcessHeap
(),
0
,
shader
->
signature_strings
);
HeapFree
(
GetProcessHeap
(),
0
,
shader
->
signature_strings
);
...
...
include/wine/wined3d.h
View file @
569fcd33
...
@@ -1929,8 +1929,8 @@ struct wined3d_shader_signature
...
@@ -1929,8 +1929,8 @@ struct wined3d_shader_signature
struct
wined3d_shader_desc
struct
wined3d_shader_desc
{
{
const
DWORD
*
byte_code
;
const
DWORD
*
byte_code
;
const
struct
wined3d_shader_signature
*
input_signature
;
struct
wined3d_shader_signature
input_signature
;
const
struct
wined3d_shader_signature
*
output_signature
;
struct
wined3d_shader_signature
output_signature
;
unsigned
int
max_version
;
unsigned
int
max_version
;
};
};
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment