Commit 5861deae authored by Rico Schüller's avatar Rico Schüller Committed by Alexandre Julliard

d3dcompiler: Move some code from header to source file.

parent 4080242d
......@@ -123,51 +123,3 @@ HRESULT WINAPI D3DStripShader(const void *data, SIZE_T data_size, UINT flags, ID
return d3dcompiler_strip_shader(data, data_size, flags, blob);
}
HRESULT WINAPI D3DReflect(const void *data, SIZE_T data_size, REFIID riid, void **reflector)
{
struct d3dcompiler_shader_reflection *object;
HRESULT hr;
const DWORD *temp = data;
TRACE("data %p, data_size %lu, riid %s, blob %p\n", data, data_size, debugstr_guid(riid), reflector);
if (!data || data_size < 32)
{
WARN("Invalid argument supplied.\n");
return D3DERR_INVALIDCALL;
}
if (temp[6] != data_size)
{
WARN("Wrong size supplied.\n");
return E_FAIL;
}
if (!IsEqualGUID(riid, &IID_ID3D11ShaderReflection))
{
WARN("Wrong riid %s, accept only %s!\n", debugstr_guid(riid), debugstr_guid(&IID_ID3D11ShaderReflection));
return E_NOINTERFACE;
}
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D compiler shader reflection object memory\n");
return E_OUTOFMEMORY;
}
hr = d3dcompiler_shader_reflection_init(object, data, data_size);
if (FAILED(hr))
{
WARN("Failed to initialize shader reflection\n");
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
*reflector = object;
TRACE("Created ID3D11ShaderReflection %p\n", object);
return S_OK;
}
......@@ -58,114 +58,6 @@ HRESULT d3dcompiler_blob_init(struct d3dcompiler_blob *blob, SIZE_T data_size) D
HRESULT d3dcompiler_get_blob_part(const void *data, SIZE_T data_size, D3D_BLOB_PART part, UINT flags, ID3DBlob **blob) DECLSPEC_HIDDEN;
HRESULT d3dcompiler_strip_shader(const void *data, SIZE_T data_size, UINT flags, ID3DBlob **blob) DECLSPEC_HIDDEN;
struct d3dcompiler_shader_signature
{
D3D11_SIGNATURE_PARAMETER_DESC *elements;
UINT element_count;
char *string_data;
};
struct d3dcompiler_shader_reflection_type
{
ID3D11ShaderReflectionType ID3D11ShaderReflectionType_iface;
DWORD id;
struct wine_rb_entry entry;
struct d3dcompiler_shader_reflection *reflection;
D3D11_SHADER_TYPE_DESC desc;
struct d3dcompiler_shader_reflection_type_member *members;
};
struct d3dcompiler_shader_reflection_type_member
{
char *name;
DWORD offset;
struct d3dcompiler_shader_reflection_type *type;
};
struct d3dcompiler_shader_reflection_variable
{
ID3D11ShaderReflectionVariable ID3D11ShaderReflectionVariable_iface;
struct d3dcompiler_shader_reflection_constant_buffer *constant_buffer;
struct d3dcompiler_shader_reflection_type *type;
char *name;
UINT start_offset;
UINT size;
UINT flags;
LPVOID default_value;
};
struct d3dcompiler_shader_reflection_constant_buffer
{
ID3D11ShaderReflectionConstantBuffer ID3D11ShaderReflectionConstantBuffer_iface;
struct d3dcompiler_shader_reflection *reflection;
char *name;
D3D_CBUFFER_TYPE type;
UINT variable_count;
UINT size;
UINT flags;
struct d3dcompiler_shader_reflection_variable *variables;
};
/* ID3D11ShaderReflection */
struct d3dcompiler_shader_reflection
{
ID3D11ShaderReflection ID3D11ShaderReflection_iface;
LONG refcount;
DWORD target;
char *creator;
UINT flags;
UINT version;
UINT bound_resource_count;
UINT constant_buffer_count;
UINT mov_instruction_count;
UINT conversion_instruction_count;
UINT instruction_count;
UINT emit_instruction_count;
D3D_PRIMITIVE_TOPOLOGY gs_output_topology;
UINT gs_max_output_vertex_count;
D3D_PRIMITIVE input_primitive;
UINT cut_instruction_count;
UINT dcl_count;
UINT static_flow_control_count;
UINT float_instruction_count;
UINT temp_register_count;
UINT int_instruction_count;
UINT uint_instruction_count;
UINT temp_array_count;
UINT array_instruction_count;
UINT texture_normal_instructions;
UINT texture_load_instructions;
UINT texture_comp_instructions;
UINT texture_bias_instructions;
UINT texture_gradient_instructions;
UINT dynamic_flow_control_count;
UINT c_control_points;
D3D_TESSELLATOR_OUTPUT_PRIMITIVE hs_output_primitive;
D3D_TESSELLATOR_PARTITIONING hs_prtitioning;
D3D_TESSELLATOR_DOMAIN tessellator_domain;
struct d3dcompiler_shader_signature *isgn;
struct d3dcompiler_shader_signature *osgn;
struct d3dcompiler_shader_signature *pcsg;
char *resource_string;
D3D11_SHADER_INPUT_BIND_DESC *bound_resources;
struct d3dcompiler_shader_reflection_constant_buffer *constant_buffers;
struct wine_rb_tree types;
};
/* reflection handling */
HRESULT d3dcompiler_shader_reflection_init(struct d3dcompiler_shader_reflection *reflection, const void *data, SIZE_T data_size) DECLSPEC_HIDDEN;
/* Shader assembler definitions */
typedef enum _shader_type {
ST_VERTEX,
......
......@@ -34,6 +34,111 @@ enum D3DCOMPILER_SIGNATURE_ELEMENT_SIZE
#define D3DCOMPILER_SHADER_TARGET_VERSION_MASK 0xffff
#define D3DCOMPILER_SHADER_TARGET_SHADERTYPE_MASK 0xffff0000
struct d3dcompiler_shader_signature
{
D3D11_SIGNATURE_PARAMETER_DESC *elements;
UINT element_count;
char *string_data;
};
struct d3dcompiler_shader_reflection_type
{
ID3D11ShaderReflectionType ID3D11ShaderReflectionType_iface;
DWORD id;
struct wine_rb_entry entry;
struct d3dcompiler_shader_reflection *reflection;
D3D11_SHADER_TYPE_DESC desc;
struct d3dcompiler_shader_reflection_type_member *members;
};
struct d3dcompiler_shader_reflection_type_member
{
char *name;
DWORD offset;
struct d3dcompiler_shader_reflection_type *type;
};
struct d3dcompiler_shader_reflection_variable
{
ID3D11ShaderReflectionVariable ID3D11ShaderReflectionVariable_iface;
struct d3dcompiler_shader_reflection_constant_buffer *constant_buffer;
struct d3dcompiler_shader_reflection_type *type;
char *name;
UINT start_offset;
UINT size;
UINT flags;
LPVOID default_value;
};
struct d3dcompiler_shader_reflection_constant_buffer
{
ID3D11ShaderReflectionConstantBuffer ID3D11ShaderReflectionConstantBuffer_iface;
struct d3dcompiler_shader_reflection *reflection;
char *name;
D3D_CBUFFER_TYPE type;
UINT variable_count;
UINT size;
UINT flags;
struct d3dcompiler_shader_reflection_variable *variables;
};
/* ID3D11ShaderReflection */
struct d3dcompiler_shader_reflection
{
ID3D11ShaderReflection ID3D11ShaderReflection_iface;
LONG refcount;
DWORD target;
char *creator;
UINT flags;
UINT version;
UINT bound_resource_count;
UINT constant_buffer_count;
UINT mov_instruction_count;
UINT conversion_instruction_count;
UINT instruction_count;
UINT emit_instruction_count;
D3D_PRIMITIVE_TOPOLOGY gs_output_topology;
UINT gs_max_output_vertex_count;
D3D_PRIMITIVE input_primitive;
UINT cut_instruction_count;
UINT dcl_count;
UINT static_flow_control_count;
UINT float_instruction_count;
UINT temp_register_count;
UINT int_instruction_count;
UINT uint_instruction_count;
UINT temp_array_count;
UINT array_instruction_count;
UINT texture_normal_instructions;
UINT texture_load_instructions;
UINT texture_comp_instructions;
UINT texture_bias_instructions;
UINT texture_gradient_instructions;
UINT dynamic_flow_control_count;
UINT c_control_points;
D3D_TESSELLATOR_OUTPUT_PRIMITIVE hs_output_primitive;
D3D_TESSELLATOR_PARTITIONING hs_prtitioning;
D3D_TESSELLATOR_DOMAIN tessellator_domain;
struct d3dcompiler_shader_signature *isgn;
struct d3dcompiler_shader_signature *osgn;
struct d3dcompiler_shader_signature *pcsg;
char *resource_string;
D3D11_SHADER_INPUT_BIND_DESC *bound_resources;
struct d3dcompiler_shader_reflection_constant_buffer *constant_buffers;
struct wine_rb_tree types;
};
static struct d3dcompiler_shader_reflection_type *get_reflection_type(struct d3dcompiler_shader_reflection *reflection, const char *data, DWORD offset);
const struct ID3D11ShaderReflectionConstantBufferVtbl d3dcompiler_shader_reflection_constant_buffer_vtbl;
......@@ -1572,7 +1677,7 @@ static HRESULT d3dcompiler_parse_shdr(struct d3dcompiler_shader_reflection *r, c
return S_OK;
}
HRESULT d3dcompiler_shader_reflection_init(struct d3dcompiler_shader_reflection *reflection,
static HRESULT d3dcompiler_shader_reflection_init(struct d3dcompiler_shader_reflection *reflection,
const void *data, SIZE_T data_size)
{
struct dxbc src_dxbc;
......@@ -1697,3 +1802,51 @@ err_out:
return hr;
}
HRESULT WINAPI D3DReflect(const void *data, SIZE_T data_size, REFIID riid, void **reflector)
{
struct d3dcompiler_shader_reflection *object;
HRESULT hr;
const DWORD *temp = data;
TRACE("data %p, data_size %lu, riid %s, blob %p\n", data, data_size, debugstr_guid(riid), reflector);
if (!data || data_size < 32)
{
WARN("Invalid argument supplied.\n");
return D3DERR_INVALIDCALL;
}
if (temp[6] != data_size)
{
WARN("Wrong size supplied.\n");
return E_FAIL;
}
if (!IsEqualGUID(riid, &IID_ID3D11ShaderReflection))
{
WARN("Wrong riid %s, accept only %s!\n", debugstr_guid(riid), debugstr_guid(&IID_ID3D11ShaderReflection));
return E_NOINTERFACE;
}
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D compiler shader reflection object memory\n");
return E_OUTOFMEMORY;
}
hr = d3dcompiler_shader_reflection_init(object, data, data_size);
if (FAILED(hr))
{
WARN("Failed to initialize shader reflection\n");
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
*reflector = object;
TRACE("Created ID3D11ShaderReflection %p\n", object);
return S_OK;
}
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment