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wine
wine-winehq
Commits
75454161
Commit
75454161
authored
Mar 28, 2010
by
Matteo Bruni
Committed by
Alexandre Julliard
Mar 30, 2010
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Plain Diff
d3dx9: Partial implementation of D3DXAssembleShader function.
This only executes the preprocessing pass. No parsing of the shader yet.
parent
ced7d134
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3 changed files
with
307 additions
and
1 deletion
+307
-1
Makefile.in
dlls/d3dx9_36/Makefile.in
+1
-0
d3dx9_36_private.h
dlls/d3dx9_36/d3dx9_36_private.h
+7
-0
shader.c
dlls/d3dx9_36/shader.c
+299
-1
No files found.
dlls/d3dx9_36/Makefile.in
View file @
75454161
...
...
@@ -5,6 +5,7 @@ VPATH = @srcdir@
MODULE
=
d3dx9_36.dll
IMPORTLIB
=
d3dx9
IMPORTS
=
d3d9 gdi32 user32 kernel32
EXTRALIBS
=
$(LIBWPP)
C_SRCS
=
\
core.c
\
...
...
dlls/d3dx9_36/d3dx9_36_private.h
View file @
75454161
...
...
@@ -128,5 +128,12 @@ typedef struct ID3DXSpriteImpl
int
allocated_sprites
;
/* number of (pre-)allocated sprites */
}
ID3DXSpriteImpl
;
#define MESSAGEBUFFER_INITIAL_SIZE 256
#ifdef __GNUC__
#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
#else
#define PRINTF_ATTR(fmt,args)
#endif
#endif
/* __WINE_D3DX9_36_PRIVATE_H */
dlls/d3dx9_36/shader.c
View file @
75454161
/*
* Copyright 2008 Luis Busquets
* Copyright 2009 Matteo Bruni
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
...
...
@@ -22,6 +23,7 @@
#include "wine/unicode.h"
#include "windef.h"
#include "wingdi.h"
#include "wine/wpp.h"
#include "d3dx9_36_private.h"
WINE_DEFAULT_DEBUG_CHANNEL
(
d3dx
);
...
...
@@ -168,6 +170,218 @@ HRESULT WINAPI D3DXFindShaderComment(CONST DWORD* byte_code, DWORD fourcc, LPCVO
return
S_FALSE
;
}
#define BUFFER_INITIAL_CAPACITY 256
struct
mem_file_desc
{
const
char
*
buffer
;
unsigned
int
size
;
unsigned
int
pos
;
};
struct
mem_file_desc
current_shader
;
LPD3DXINCLUDE
current_include
;
char
*
wpp_output
;
int
wpp_output_capacity
,
wpp_output_size
;
char
*
wpp_messages
;
int
wpp_messages_capacity
,
wpp_messages_size
;
/* Mutex used to guarantee a single invocation
of the D3DXAssembleShader function (or its variants) at a time.
This is needed as wpp isn't thread-safe */
static
CRITICAL_SECTION
wpp_mutex
;
static
CRITICAL_SECTION_DEBUG
wpp_mutex_debug
=
{
0
,
0
,
&
wpp_mutex
,
{
&
wpp_mutex_debug
.
ProcessLocksList
,
&
wpp_mutex_debug
.
ProcessLocksList
},
0
,
0
,
{
(
DWORD_PTR
)(
__FILE__
": wpp_mutex"
)
}
};
static
CRITICAL_SECTION
wpp_mutex
=
{
&
wpp_mutex_debug
,
-
1
,
0
,
0
,
0
,
0
};
/* Preprocessor error reporting functions */
static
void
wpp_write_message
(
const
char
*
fmt
,
va_list
args
)
{
char
*
newbuffer
;
int
rc
,
newsize
;
if
(
wpp_messages_capacity
==
0
)
{
wpp_messages
=
HeapAlloc
(
GetProcessHeap
(),
0
,
MESSAGEBUFFER_INITIAL_SIZE
);
if
(
wpp_messages
==
NULL
)
{
ERR
(
"Error allocating memory for parser messages
\n
"
);
return
;
}
wpp_messages_capacity
=
MESSAGEBUFFER_INITIAL_SIZE
;
}
while
(
1
)
{
rc
=
vsnprintf
(
wpp_messages
+
wpp_messages_size
,
wpp_messages_capacity
-
wpp_messages_size
,
fmt
,
args
);
if
(
rc
<
0
||
/* C89 */
rc
>=
wpp_messages_capacity
-
wpp_messages_size
)
{
/* C99 */
/* Resize the buffer */
newsize
=
wpp_messages_capacity
*
2
;
newbuffer
=
HeapReAlloc
(
GetProcessHeap
(),
0
,
wpp_messages
,
newsize
);
if
(
newbuffer
==
NULL
)
{
ERR
(
"Error reallocating memory for parser messages
\n
"
);
return
;
}
wpp_messages
=
newbuffer
;
wpp_messages_capacity
=
newsize
;
}
else
{
wpp_messages_size
+=
rc
;
return
;
}
}
}
static
void
PRINTF_ATTR
(
1
,
2
)
wpp_write_message_var
(
const
char
*
fmt
,
...)
{
va_list
args
;
va_start
(
args
,
fmt
);
wpp_write_message
(
fmt
,
args
);
va_end
(
args
);
}
static
void
wpp_error
(
const
char
*
file
,
int
line
,
int
col
,
const
char
*
near
,
const
char
*
msg
,
va_list
ap
)
{
wpp_write_message_var
(
"%s:%d:%d: %s: "
,
file
?
file
:
"'main file'"
,
line
,
col
,
"Error"
);
wpp_write_message
(
msg
,
ap
);
wpp_write_message_var
(
"
\n
"
);
}
static
void
wpp_warning
(
const
char
*
file
,
int
line
,
int
col
,
const
char
*
near
,
const
char
*
msg
,
va_list
ap
)
{
wpp_write_message_var
(
"%s:%d:%d: %s: "
,
file
?
file
:
"'main file'"
,
line
,
col
,
"Warning"
);
wpp_write_message
(
msg
,
ap
);
wpp_write_message_var
(
"
\n
"
);
}
static
char
*
wpp_lookup_mem
(
const
char
*
filename
,
const
char
*
parent_name
,
char
**
include_path
,
int
include_path_count
)
{
/* Here we return always ok. We will maybe fail on the next wpp_open_mem */
char
*
path
;
path
=
malloc
(
strlen
(
filename
)
+
1
);
if
(
!
path
)
return
NULL
;
memcpy
(
path
,
filename
,
strlen
(
filename
)
+
1
);
return
path
;
}
static
void
*
wpp_open_mem
(
const
char
*
filename
,
int
type
)
{
struct
mem_file_desc
*
desc
;
HRESULT
hr
;
if
(
filename
[
0
]
==
'\0'
)
/* "" means to load the initial shader */
{
current_shader
.
pos
=
0
;
return
&
current_shader
;
}
if
(
current_include
==
NULL
)
return
NULL
;
desc
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
*
desc
));
if
(
!
desc
)
{
ERR
(
"Error allocating memory
\n
"
);
return
NULL
;
}
hr
=
ID3DXInclude_Open
(
current_include
,
type
?
D3DXINC_SYSTEM
:
D3DXINC_LOCAL
,
filename
,
NULL
,
(
LPCVOID
*
)
&
desc
->
buffer
,
&
desc
->
size
);
if
(
FAILED
(
hr
))
{
HeapFree
(
GetProcessHeap
(),
0
,
desc
);
return
NULL
;
}
desc
->
pos
=
0
;
return
desc
;
}
static
void
wpp_close_mem
(
void
*
file
)
{
struct
mem_file_desc
*
desc
=
file
;
if
(
desc
!=
&
current_shader
)
{
if
(
current_include
)
ID3DXInclude_Close
(
current_include
,
desc
->
buffer
);
else
ERR
(
"current_include == NULL, desc == %p, buffer = %s
\n
"
,
desc
,
desc
->
buffer
);
HeapFree
(
GetProcessHeap
(),
0
,
desc
);
}
}
static
int
wpp_read_mem
(
void
*
file
,
char
*
buffer
,
unsigned
int
len
)
{
struct
mem_file_desc
*
desc
=
file
;
len
=
min
(
len
,
desc
->
size
-
desc
->
pos
);
memcpy
(
buffer
,
desc
->
buffer
+
desc
->
pos
,
len
);
desc
->
pos
+=
len
;
return
len
;
}
static
void
wpp_write_mem
(
const
char
*
buffer
,
unsigned
int
len
)
{
char
*
new_wpp_output
;
if
(
wpp_output_capacity
==
0
)
{
wpp_output
=
HeapAlloc
(
GetProcessHeap
(),
0
,
BUFFER_INITIAL_CAPACITY
);
if
(
!
wpp_output
)
{
ERR
(
"Error allocating memory
\n
"
);
return
;
}
wpp_output_capacity
=
BUFFER_INITIAL_CAPACITY
;
}
if
(
len
>
wpp_output_capacity
-
wpp_output_size
)
{
while
(
len
>
wpp_output_capacity
-
wpp_output_size
)
{
wpp_output_capacity
*=
2
;
}
new_wpp_output
=
HeapReAlloc
(
GetProcessHeap
(),
0
,
wpp_output
,
wpp_output_capacity
);
if
(
!
new_wpp_output
)
{
ERR
(
"Error allocating memory
\n
"
);
return
;
}
wpp_output
=
new_wpp_output
;
}
memcpy
(
wpp_output
+
wpp_output_size
,
buffer
,
len
);
wpp_output_size
+=
len
;
}
static
int
wpp_close_output
(
void
)
{
char
*
new_wpp_output
=
HeapReAlloc
(
GetProcessHeap
(),
0
,
wpp_output
,
wpp_output_size
+
1
);
if
(
!
new_wpp_output
)
return
0
;
wpp_output
=
new_wpp_output
;
wpp_output
[
wpp_output_size
]
=
'\0'
;
return
1
;
}
HRESULT
WINAPI
D3DXAssembleShader
(
LPCSTR
data
,
UINT
data_len
,
CONST
D3DXMACRO
*
defines
,
...
...
@@ -176,8 +390,92 @@ HRESULT WINAPI D3DXAssembleShader(LPCSTR data,
LPD3DXBUFFER
*
shader
,
LPD3DXBUFFER
*
error_messages
)
{
int
ret
;
HRESULT
hr
;
CONST
D3DXMACRO
*
def
=
defines
;
static
const
struct
wpp_callbacks
wpp_callbacks
=
{
wpp_lookup_mem
,
wpp_open_mem
,
wpp_close_mem
,
wpp_read_mem
,
wpp_write_mem
,
wpp_error
,
wpp_warning
,
};
EnterCriticalSection
(
&
wpp_mutex
);
/* TODO: flags */
if
(
flags
)
FIXME
(
"flags: %x
\n
"
,
flags
);
if
(
def
!=
NULL
)
{
while
(
def
->
Name
!=
NULL
)
{
wpp_add_define
(
def
->
Name
,
def
->
Definition
);
def
++
;
}
}
current_include
=
include
;
*
shader
=
*
error_messages
=
NULL
;
wpp_output_size
=
wpp_output_capacity
=
0
;
wpp_output
=
NULL
;
/* Preprocess shader */
wpp_set_callbacks
(
&
wpp_callbacks
);
wpp_messages_size
=
wpp_messages_capacity
=
0
;
wpp_messages
=
NULL
;
current_shader
.
buffer
=
data
;
current_shader
.
size
=
data_len
;
ret
=
wpp_parse
(
""
,
NULL
);
if
(
!
wpp_close_output
())
ret
=
1
;
if
(
ret
)
{
TRACE
(
"Error during shader preprocessing
\n
"
);
if
(
wpp_messages
)
{
int
size
;
LPD3DXBUFFER
buffer
;
TRACE
(
"Preprocessor messages:
\n
"
);
TRACE
(
"%s"
,
wpp_messages
);
size
=
strlen
(
wpp_messages
)
+
1
;
hr
=
D3DXCreateBuffer
(
size
,
&
buffer
);
if
(
FAILED
(
hr
))
goto
cleanup
;
CopyMemory
(
ID3DXBuffer_GetBufferPointer
(
buffer
),
wpp_messages
,
size
);
*
error_messages
=
buffer
;
}
if
(
data
)
{
TRACE
(
"Shader source:
\n
"
);
TRACE
(
"%s
\n
"
,
debugstr_an
(
data
,
data_len
));
}
hr
=
D3DXERR_INVALIDDATA
;
goto
cleanup
;
}
FIXME
(
"(%p, %d, %p, %p, %x, %p, %p): stub
\n
"
,
data
,
data_len
,
defines
,
include
,
flags
,
shader
,
error_messages
);
return
D3DERR_INVALIDCALL
;
hr
=
D3DERR_INVALIDCALL
;
cleanup:
/* Remove the previously added defines */
if
(
defines
!=
NULL
)
{
while
(
defines
->
Name
!=
NULL
)
{
wpp_del_define
(
defines
->
Name
);
defines
++
;
}
}
HeapFree
(
GetProcessHeap
(),
0
,
wpp_messages
);
HeapFree
(
GetProcessHeap
(),
0
,
wpp_output
);
LeaveCriticalSection
(
&
wpp_mutex
);
return
hr
;
}
HRESULT
WINAPI
D3DXAssembleShaderFromFileA
(
LPCSTR
filename
,
...
...
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