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wine
wine-winehq
Commits
875a7c54
Commit
875a7c54
authored
Nov 04, 2014
by
Henri Verbeet
Committed by
Alexandre Julliard
Nov 04, 2014
Browse files
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Plain Diff
wined3d: Use the input signature to setup SM4 pixel shader input semantics.
parent
a21784b1
Hide whitespace changes
Inline
Side-by-side
Showing
6 changed files
with
169 additions
and
76 deletions
+169
-76
d3d10core_private.h
dlls/d3d10core/d3d10core_private.h
+1
-0
shader.c
dlls/d3d10core/shader.c
+46
-15
shader.c
dlls/d3d8/shader.c
+19
-5
shader.c
dlls/d3d9/shader.c
+16
-4
shader.c
dlls/wined3d/shader.c
+73
-43
wined3d.h
include/wine/wined3d.h
+14
-9
No files found.
dlls/d3d10core/d3d10core_private.h
View file @
875a7c54
...
...
@@ -50,6 +50,7 @@ struct d3d10_device;
struct
d3d10_shader_info
{
const
DWORD
*
shader_code
;
struct
wined3d_shader_signature
*
input_signature
;
struct
wined3d_shader_signature
*
output_signature
;
};
...
...
dlls/d3d10core/shader.c
View file @
875a7c54
...
...
@@ -29,11 +29,16 @@ static HRESULT shdr_handler(const char *data, DWORD data_size, DWORD tag, void *
struct
d3d10_shader_info
*
shader_info
=
ctx
;
HRESULT
hr
;
switch
(
tag
)
switch
(
tag
)
{
case
TAG_ISGN
:
if
(
FAILED
(
hr
=
shader_parse_signature
(
data
,
data_size
,
shader_info
->
input_signature
)))
return
hr
;
break
;
case
TAG_OSGN
:
hr
=
shader_parse_signature
(
data
,
data_size
,
shader_info
->
output_signature
);
if
(
FAILED
(
hr
))
return
hr
;
if
(
FAILED
(
hr
=
shader_parse_signature
(
data
,
data_size
,
shader_info
->
output_signature
)))
return
hr
;
break
;
case
TAG_SHDR
:
...
...
@@ -53,6 +58,7 @@ static HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, st
HRESULT
hr
;
shader_info
->
shader_code
=
NULL
;
memset
(
shader_info
->
input_signature
,
0
,
sizeof
(
*
shader_info
->
input_signature
));
memset
(
shader_info
->
output_signature
,
0
,
sizeof
(
*
shader_info
->
output_signature
));
hr
=
parse_dxbc
(
dxbc
,
dxbc_length
,
shdr_handler
,
shader_info
);
...
...
@@ -61,6 +67,7 @@ static HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, st
if
(
FAILED
(
hr
))
{
ERR
(
"Failed to parse shader, hr %#x
\n
"
,
hr
);
shader_free_signature
(
shader_info
->
input_signature
);
shader_free_signature
(
shader_info
->
output_signature
);
}
...
...
@@ -243,22 +250,30 @@ HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d1
const
void
*
byte_code
,
SIZE_T
byte_code_length
)
{
struct
wined3d_shader_signature
output_signature
;
struct
wined3d_shader_signature
input_signature
;
struct
d3d10_shader_info
shader_info
;
struct
wined3d_shader_desc
desc
;
HRESULT
hr
;
shader
->
ID3D10VertexShader_iface
.
lpVtbl
=
&
d3d10_vertex_shader_vtbl
;
shader
->
refcount
=
1
;
shader_info
.
input_signature
=
&
input_signature
;
shader_info
.
output_signature
=
&
output_signature
;
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
);
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
)))
{
ERR
(
"Failed to extract shader, hr %#x.
\n
"
,
hr
);
return
hr
;
}
hr
=
wined3d_shader_create_vs
(
device
->
wined3d_device
,
shader_info
.
shader_code
,
&
output_signature
,
shader
,
&
d3d10_vertex_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
,
4
);
desc
.
byte_code
=
shader_info
.
shader_code
;
desc
.
input_signature
=
&
input_signature
;
desc
.
output_signature
=
&
output_signature
;
desc
.
max_version
=
4
;
hr
=
wined3d_shader_create_vs
(
device
->
wined3d_device
,
&
desc
,
shader
,
&
d3d10_vertex_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
shader_free_signature
(
&
input_signature
);
shader_free_signature
(
&
output_signature
);
if
(
FAILED
(
hr
))
{
...
...
@@ -391,22 +406,30 @@ HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct
const
void
*
byte_code
,
SIZE_T
byte_code_length
)
{
struct
wined3d_shader_signature
output_signature
;
struct
wined3d_shader_signature
input_signature
;
struct
d3d10_shader_info
shader_info
;
struct
wined3d_shader_desc
desc
;
HRESULT
hr
;
shader
->
ID3D10GeometryShader_iface
.
lpVtbl
=
&
d3d10_geometry_shader_vtbl
;
shader
->
refcount
=
1
;
shader_info
.
input_signature
=
&
input_signature
;
shader_info
.
output_signature
=
&
output_signature
;
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
);
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
)))
{
ERR
(
"Failed to extract shader, hr %#x.
\n
"
,
hr
);
return
hr
;
}
hr
=
wined3d_shader_create_gs
(
device
->
wined3d_device
,
shader_info
.
shader_code
,
&
output_signature
,
shader
,
&
d3d10_geometry_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
,
4
);
desc
.
byte_code
=
shader_info
.
shader_code
;
desc
.
input_signature
=
&
input_signature
;
desc
.
output_signature
=
&
output_signature
;
desc
.
max_version
=
4
;
hr
=
wined3d_shader_create_gs
(
device
->
wined3d_device
,
&
desc
,
shader
,
&
d3d10_geometry_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
shader_free_signature
(
&
input_signature
);
shader_free_signature
(
&
output_signature
);
if
(
FAILED
(
hr
))
{
...
...
@@ -554,22 +577,30 @@ HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_
const
void
*
byte_code
,
SIZE_T
byte_code_length
)
{
struct
wined3d_shader_signature
output_signature
;
struct
wined3d_shader_signature
input_signature
;
struct
d3d10_shader_info
shader_info
;
struct
wined3d_shader_desc
desc
;
HRESULT
hr
;
shader
->
ID3D10PixelShader_iface
.
lpVtbl
=
&
d3d10_pixel_shader_vtbl
;
shader
->
refcount
=
1
;
shader_info
.
input_signature
=
&
input_signature
;
shader_info
.
output_signature
=
&
output_signature
;
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
);
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
=
shader_extract_from_dxbc
(
byte_code
,
byte_code_length
,
&
shader_info
)))
{
ERR
(
"Failed to extract shader, hr %#x.
\n
"
,
hr
);
return
hr
;
}
hr
=
wined3d_shader_create_ps
(
device
->
wined3d_device
,
shader_info
.
shader_code
,
&
output_signature
,
shader
,
&
d3d10_pixel_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
,
4
);
desc
.
byte_code
=
shader_info
.
shader_code
;
desc
.
input_signature
=
&
input_signature
;
desc
.
output_signature
=
&
output_signature
;
desc
.
max_version
=
4
;
hr
=
wined3d_shader_create_ps
(
device
->
wined3d_device
,
&
desc
,
shader
,
&
d3d10_pixel_shader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
shader_free_signature
(
&
input_signature
);
shader_free_signature
(
&
output_signature
);
if
(
FAILED
(
hr
))
{
...
...
dlls/d3d8/shader.c
View file @
875a7c54
...
...
@@ -111,11 +111,19 @@ HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_d
if
(
byte_code
)
{
if
(
usage
)
FIXME
(
"Usage %#x not implemented.
\n
"
,
usage
);
struct
wined3d_shader_desc
desc
;
if
(
usage
)
FIXME
(
"Usage %#x not implemented.
\n
"
,
usage
);
desc
.
byte_code
=
byte_code
;
desc
.
input_signature
=
NULL
;
desc
.
output_signature
=
NULL
;
desc
.
max_version
=
1
;
wined3d_mutex_lock
();
hr
=
wined3d_shader_create_vs
(
device
->
wined3d_device
,
byte_code
,
NULL
/* output signature */
,
shader
,
&
d3d8_vertexshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
,
1
);
hr
=
wined3d_shader_create_vs
(
device
->
wined3d_device
,
&
desc
,
shader
,
&
d3d8_vertexshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
wined3d_mutex_unlock
();
if
(
FAILED
(
hr
))
{
...
...
@@ -152,13 +160,19 @@ static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops =
HRESULT
d3d8_pixel_shader_init
(
struct
d3d8_pixel_shader
*
shader
,
struct
d3d8_device
*
device
,
const
DWORD
*
byte_code
,
DWORD
shader_handle
)
{
struct
wined3d_shader_desc
desc
;
HRESULT
hr
;
shader
->
handle
=
shader_handle
;
desc
.
byte_code
=
byte_code
;
desc
.
input_signature
=
NULL
;
desc
.
output_signature
=
NULL
;
desc
.
max_version
=
1
;
wined3d_mutex_lock
();
hr
=
wined3d_shader_create_ps
(
device
->
wined3d_device
,
byte_code
,
NULL
,
shader
,
&
d3d8_pixelshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
,
1
);
hr
=
wined3d_shader_create_ps
(
device
->
wined3d_device
,
&
desc
,
shader
,
&
d3d8_pixelshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
wined3d_mutex_unlock
();
if
(
FAILED
(
hr
))
{
...
...
dlls/d3d9/shader.c
View file @
875a7c54
...
...
@@ -136,14 +136,20 @@ static const struct wined3d_parent_ops d3d9_vertexshader_wined3d_parent_ops =
HRESULT
vertexshader_init
(
struct
d3d9_vertexshader
*
shader
,
struct
d3d9_device
*
device
,
const
DWORD
*
byte_code
)
{
struct
wined3d_shader_desc
desc
;
HRESULT
hr
;
shader
->
refcount
=
1
;
shader
->
IDirect3DVertexShader9_iface
.
lpVtbl
=
&
d3d9_vertexshader_vtbl
;
desc
.
byte_code
=
byte_code
;
desc
.
input_signature
=
NULL
;
desc
.
output_signature
=
NULL
;
desc
.
max_version
=
3
;
wined3d_mutex_lock
();
hr
=
wined3d_shader_create_vs
(
device
->
wined3d_device
,
byte_code
,
NULL
,
shader
,
&
d3d9_vertexshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
,
3
);
hr
=
wined3d_shader_create_vs
(
device
->
wined3d_device
,
&
desc
,
shader
,
&
d3d9_vertexshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
wined3d_mutex_unlock
();
if
(
FAILED
(
hr
))
{
...
...
@@ -280,14 +286,20 @@ static const struct wined3d_parent_ops d3d9_pixelshader_wined3d_parent_ops =
HRESULT
pixelshader_init
(
struct
d3d9_pixelshader
*
shader
,
struct
d3d9_device
*
device
,
const
DWORD
*
byte_code
)
{
struct
wined3d_shader_desc
desc
;
HRESULT
hr
;
shader
->
refcount
=
1
;
shader
->
IDirect3DPixelShader9_iface
.
lpVtbl
=
&
d3d9_pixelshader_vtbl
;
desc
.
byte_code
=
byte_code
;
desc
.
input_signature
=
NULL
;
desc
.
output_signature
=
NULL
;
desc
.
max_version
=
3
;
wined3d_mutex_lock
();
hr
=
wined3d_shader_create_ps
(
device
->
wined3d_device
,
byte_code
,
NULL
,
shader
,
&
d3d9_pixelshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
,
3
);
hr
=
wined3d_shader_create_ps
(
device
->
wined3d_device
,
&
desc
,
shader
,
&
d3d9_pixelshader_wined3d_parent_ops
,
&
shader
->
wined3d_shader
);
wined3d_mutex_unlock
();
if
(
FAILED
(
hr
))
{
...
...
dlls/wined3d/shader.c
View file @
875a7c54
...
...
@@ -1978,8 +1978,7 @@ BOOL vshader_get_input(const struct wined3d_shader *shader,
}
static
HRESULT
vertexshader_init
(
struct
wined3d_shader
*
shader
,
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
unsigned
int
max_version
)
const
struct
wined3d_shader_desc
*
desc
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
{
struct
wined3d_shader_reg_maps
*
reg_maps
=
&
shader
->
reg_maps
;
unsigned
int
i
;
...
...
@@ -1987,12 +1986,12 @@ static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_d
WORD
map
;
const
DWORD
vs_uniform_count
=
device
->
adapter
->
d3d_info
.
limits
.
vs_uniform_count
;
if
(
!
byte_code
)
return
WINED3DERR_INVALIDCALL
;
if
(
!
desc
->
byte_code
)
return
WINED3DERR_INVALIDCALL
;
shader_init
(
shader
,
device
,
parent
,
parent_ops
);
hr
=
shader_set_function
(
shader
,
byte_code
,
output_signature
,
vs_uniform_count
,
WINED3D_SHADER_TYPE_VERTEX
,
max_version
);
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
=
shader_set_function
(
shader
,
desc
->
byte_code
,
desc
->
output_signature
,
vs_uniform_count
,
WINED3D_SHADER_TYPE_VERTEX
,
desc
->
max_version
)))
{
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
shader_cleanup
(
shader
);
...
...
@@ -2010,16 +2009,16 @@ static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_d
shader
->
u
.
vs
.
attributes
[
i
].
usage_idx
=
shader
->
input_signature
[
i
].
semantic_idx
;
}
if
(
output_signature
)
if
(
desc
->
output_signature
)
{
struct
wined3d_shader_signature_element
*
e
;
SIZE_T
total
,
len
;
char
*
ptr
;
total
=
0
;
for
(
i
=
0
;
i
<
output_signature
->
element_count
;
++
i
)
for
(
i
=
0
;
i
<
desc
->
output_signature
->
element_count
;
++
i
)
{
e
=
&
output_signature
->
elements
[
i
];
e
=
&
desc
->
output_signature
->
elements
[
i
];
len
=
strlen
(
e
->
semantic_name
);
if
(
len
>=
~
(
SIZE_T
)
0
-
total
)
{
...
...
@@ -2037,9 +2036,9 @@ static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_d
}
ptr
=
shader
->
signature_strings
;
for
(
i
=
0
;
i
<
output_signature
->
element_count
;
++
i
)
for
(
i
=
0
;
i
<
desc
->
output_signature
->
element_count
;
++
i
)
{
e
=
&
output_signature
->
elements
[
i
];
e
=
&
desc
->
output_signature
->
elements
[
i
];
reg_maps
->
output_registers
|=
1
<<
e
->
register_idx
;
shader
->
output_signature
[
e
->
register_idx
]
=
*
e
;
...
...
@@ -2057,15 +2056,13 @@ static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_d
}
static
HRESULT
geometryshader_init
(
struct
wined3d_shader
*
shader
,
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
unsigned
int
max_version
)
const
struct
wined3d_shader_desc
*
desc
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
{
HRESULT
hr
;
shader_init
(
shader
,
device
,
parent
,
parent_ops
);
hr
=
shader_set_function
(
shader
,
byte_code
,
output_signature
,
0
,
WINED3D_SHADER_TYPE_GEOMETRY
,
max_version
);
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
=
shader_set_function
(
shader
,
desc
->
byte_code
,
desc
->
output_signature
,
0
,
WINED3D_SHADER_TYPE_GEOMETRY
,
desc
->
max_version
)))
{
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
shader_cleanup
(
shader
);
...
...
@@ -2252,20 +2249,19 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
}
static
HRESULT
pixelshader_init
(
struct
wined3d_shader
*
shader
,
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
unsigned
int
max_version
)
const
struct
wined3d_shader_desc
*
desc
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
{
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
unsigned
int
i
,
highest_reg_used
=
0
,
num_regs_used
=
0
;
HRESULT
hr
;
const
DWORD
ps_uniform_count
=
device
->
adapter
->
d3d_info
.
limits
.
ps_uniform_count
;
if
(
!
byte_code
)
return
WINED3DERR_INVALIDCALL
;
if
(
!
desc
->
byte_code
)
return
WINED3DERR_INVALIDCALL
;
shader_init
(
shader
,
device
,
parent
,
parent_ops
);
hr
=
shader_set_function
(
shader
,
byte_code
,
output_signature
,
ps_uniform_count
,
WINED3D_SHADER_TYPE_PIXEL
,
max_version
);
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
=
shader_set_function
(
shader
,
desc
->
byte_code
,
desc
->
output_signature
,
ps_uniform_count
,
WINED3D_SHADER_TYPE_PIXEL
,
desc
->
max_version
)))
{
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
shader_cleanup
(
shader
);
...
...
@@ -2314,6 +2310,46 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de
shader
->
load_local_constsF
=
shader
->
lconst_inf_or_nan
;
if
(
desc
->
input_signature
)
{
struct
wined3d_shader_signature_element
*
e
;
SIZE_T
total
,
len
;
char
*
ptr
;
total
=
0
;
for
(
i
=
0
;
i
<
desc
->
input_signature
->
element_count
;
++
i
)
{
e
=
&
desc
->
input_signature
->
elements
[
i
];
len
=
strlen
(
e
->
semantic_name
);
if
(
len
>=
~
(
SIZE_T
)
0
-
total
)
{
shader_cleanup
(
shader
);
return
E_OUTOFMEMORY
;
}
total
+=
len
+
1
;
}
if
(
!
(
shader
->
signature_strings
=
HeapAlloc
(
GetProcessHeap
(),
0
,
total
)))
{
shader_cleanup
(
shader
);
return
E_OUTOFMEMORY
;
}
ptr
=
shader
->
signature_strings
;
for
(
i
=
0
;
i
<
desc
->
input_signature
->
element_count
;
++
i
)
{
e
=
&
desc
->
input_signature
->
elements
[
i
];
shader
->
reg_maps
.
input_registers
|=
1
<<
e
->
register_idx
;
shader
->
input_signature
[
e
->
register_idx
]
=
*
e
;
len
=
strlen
(
e
->
semantic_name
);
memcpy
(
ptr
,
e
->
semantic_name
,
len
+
1
);
shader
->
output_signature
[
e
->
register_idx
].
semantic_name
=
ptr
;
ptr
+=
len
+
1
;
}
}
return
WINED3D_OK
;
}
...
...
@@ -2347,22 +2383,20 @@ void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types)
}
}
HRESULT
CDECL
wined3d_shader_create_gs
(
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
,
unsigned
int
max_version
)
HRESULT
CDECL
wined3d_shader_create_gs
(
struct
wined3d_device
*
device
,
const
struct
wined3d_shader_desc
*
desc
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
)
{
struct
wined3d_shader
*
object
;
HRESULT
hr
;
TRACE
(
"device %p,
byte_code %p, output_signature
%p, parent %p, parent_ops %p, shader %p.
\n
"
,
device
,
byte_code
,
output_signature
,
parent
,
parent_ops
,
shader
);
TRACE
(
"device %p,
desc
%p, parent %p, parent_ops %p, shader %p.
\n
"
,
device
,
desc
,
parent
,
parent_ops
,
shader
);
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
return
E_OUTOFMEMORY
;
hr
=
geometryshader_init
(
object
,
device
,
byte_code
,
output_signature
,
parent
,
parent_ops
,
max_version
);
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
=
geometryshader_init
(
object
,
device
,
desc
,
parent
,
parent_ops
)))
{
WARN
(
"Failed to initialize geometry shader, hr %#x.
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
...
...
@@ -2375,22 +2409,20 @@ HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const DWOR
return
WINED3D_OK
;
}
HRESULT
CDECL
wined3d_shader_create_ps
(
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
,
unsigned
int
max_version
)
HRESULT
CDECL
wined3d_shader_create_ps
(
struct
wined3d_device
*
device
,
const
struct
wined3d_shader_desc
*
desc
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
)
{
struct
wined3d_shader
*
object
;
HRESULT
hr
;
TRACE
(
"device %p,
byte_code %p, output_signature
%p, parent %p, parent_ops %p, shader %p.
\n
"
,
device
,
byte_code
,
output_signature
,
parent
,
parent_ops
,
shader
);
TRACE
(
"device %p,
desc
%p, parent %p, parent_ops %p, shader %p.
\n
"
,
device
,
desc
,
parent
,
parent_ops
,
shader
);
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
return
E_OUTOFMEMORY
;
hr
=
pixelshader_init
(
object
,
device
,
byte_code
,
output_signature
,
parent
,
parent_ops
,
max_version
);
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
=
pixelshader_init
(
object
,
device
,
desc
,
parent
,
parent_ops
)))
{
WARN
(
"Failed to initialize pixel shader, hr %#x.
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
...
...
@@ -2403,22 +2435,20 @@ HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWOR
return
WINED3D_OK
;
}
HRESULT
CDECL
wined3d_shader_create_vs
(
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
,
unsigned
int
max_version
)
HRESULT
CDECL
wined3d_shader_create_vs
(
struct
wined3d_device
*
device
,
const
struct
wined3d_shader_desc
*
desc
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
)
{
struct
wined3d_shader
*
object
;
HRESULT
hr
;
TRACE
(
"device %p,
byte_code %p, output_signature
%p, parent %p, parent_ops %p, shader %p.
\n
"
,
device
,
byte_code
,
output_signature
,
parent
,
parent_ops
,
shader
);
TRACE
(
"device %p,
desc
%p, parent %p, parent_ops %p, shader %p.
\n
"
,
device
,
desc
,
parent
,
parent_ops
,
shader
);
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
return
E_OUTOFMEMORY
;
hr
=
vertexshader_init
(
object
,
device
,
byte_code
,
output_signature
,
parent
,
parent_ops
,
max_version
);
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
=
vertexshader_init
(
object
,
device
,
desc
,
parent
,
parent_ops
)))
{
WARN
(
"Failed to initialize vertex shader, hr %#x.
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
...
...
include/wine/wined3d.h
View file @
875a7c54
...
...
@@ -1972,6 +1972,14 @@ struct wined3d_shader_signature
struct
wined3d_shader_signature_element
*
elements
;
};
struct
wined3d_shader_desc
{
const
DWORD
*
byte_code
;
const
struct
wined3d_shader_signature
*
input_signature
;
const
struct
wined3d_shader_signature
*
output_signature
;
unsigned
int
max_version
;
};
struct
wined3d_parent_ops
{
void
(
__stdcall
*
wined3d_object_destroyed
)(
void
*
parent
);
...
...
@@ -2411,15 +2419,12 @@ ULONG __cdecl wined3d_sampler_decref(struct wined3d_sampler *sampler);
void
*
__cdecl
wined3d_sampler_get_parent
(
const
struct
wined3d_sampler
*
sampler
);
ULONG
__cdecl
wined3d_sampler_incref
(
struct
wined3d_sampler
*
sampler
);
HRESULT
__cdecl
wined3d_shader_create_gs
(
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
,
unsigned
int
max_version
);
HRESULT
__cdecl
wined3d_shader_create_ps
(
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
,
unsigned
int
max_version
);
HRESULT
__cdecl
wined3d_shader_create_vs
(
struct
wined3d_device
*
device
,
const
DWORD
*
byte_code
,
const
struct
wined3d_shader_signature
*
output_signature
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
,
unsigned
int
max_version
);
HRESULT
__cdecl
wined3d_shader_create_gs
(
struct
wined3d_device
*
device
,
const
struct
wined3d_shader_desc
*
desc
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
);
HRESULT
__cdecl
wined3d_shader_create_ps
(
struct
wined3d_device
*
device
,
const
struct
wined3d_shader_desc
*
desc
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
);
HRESULT
__cdecl
wined3d_shader_create_vs
(
struct
wined3d_device
*
device
,
const
struct
wined3d_shader_desc
*
desc
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
,
struct
wined3d_shader
**
shader
);
ULONG
__cdecl
wined3d_shader_decref
(
struct
wined3d_shader
*
shader
);
HRESULT
__cdecl
wined3d_shader_get_byte_code
(
const
struct
wined3d_shader
*
shader
,
void
*
byte_code
,
UINT
*
byte_code_size
);
...
...
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