Commit a21784b1 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d10core: Free the output signature after creating the wined3d shader.

parent d74fe031
......@@ -190,7 +190,6 @@ struct d3d10_vertex_shader
LONG refcount;
struct wined3d_shader *wined3d_shader;
struct wined3d_shader_signature output_signature;
ID3D10Device1 *device;
};
......@@ -205,7 +204,6 @@ struct d3d10_geometry_shader
LONG refcount;
struct wined3d_shader *wined3d_shader;
struct wined3d_shader_signature output_signature;
};
HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct d3d10_device *device,
......@@ -219,7 +217,6 @@ struct d3d10_pixel_shader
LONG refcount;
struct wined3d_shader *wined3d_shader;
struct wined3d_shader_signature output_signature;
ID3D10Device1 *device;
};
......
......@@ -70,10 +70,7 @@ static HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, st
HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d_shader_signature *s)
{
struct wined3d_shader_signature_element *e;
unsigned int string_data_offset;
unsigned int string_data_size;
const char *ptr = data;
char *string_data;
unsigned int i;
DWORD count;
......@@ -89,24 +86,12 @@ HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d
return E_OUTOFMEMORY;
}
/* 2 DWORDs for the header, 6 for each element. */
string_data_offset = 2 * sizeof(DWORD) + count * 6 * sizeof(DWORD);
string_data_size = data_size - string_data_offset;
string_data = HeapAlloc(GetProcessHeap(), 0, string_data_size);
if (!string_data)
{
ERR("Failed to allocate string data memory.\n");
HeapFree(GetProcessHeap(), 0, e);
return E_OUTOFMEMORY;
}
memcpy(string_data, data + string_data_offset, string_data_size);
for (i = 0; i < count; ++i)
{
UINT name_offset;
read_dword(&ptr, &name_offset);
e[i].semantic_name = string_data + (name_offset - string_data_offset);
e[i].semantic_name = data + name_offset;
read_dword(&ptr, &e[i].semantic_idx);
read_dword(&ptr, &e[i].sysval_semantic);
read_dword(&ptr, &e[i].component_type);
......@@ -121,14 +106,12 @@ HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d
s->elements = e;
s->element_count = count;
s->string_data = string_data;
return S_OK;
}
void shader_free_signature(struct wined3d_shader_signature *s)
{
HeapFree(GetProcessHeap(), 0, s->string_data);
HeapFree(GetProcessHeap(), 0, s->elements);
}
......@@ -248,9 +231,7 @@ static const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl =
static void STDMETHODCALLTYPE d3d10_vertex_shader_wined3d_object_destroyed(void *parent)
{
struct d3d10_vertex_shader *shader = parent;
shader_free_signature(&shader->output_signature);
HeapFree(GetProcessHeap(), 0, shader);
HeapFree(GetProcessHeap(), 0, parent);
}
static const struct wined3d_parent_ops d3d10_vertex_shader_wined3d_parent_ops =
......@@ -261,13 +242,14 @@ static const struct wined3d_parent_ops d3d10_vertex_shader_wined3d_parent_ops =
HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d10_device *device,
const void *byte_code, SIZE_T byte_code_length)
{
struct wined3d_shader_signature output_signature;
struct d3d10_shader_info shader_info;
HRESULT hr;
shader->ID3D10VertexShader_iface.lpVtbl = &d3d10_vertex_shader_vtbl;
shader->refcount = 1;
shader_info.output_signature = &shader->output_signature;
shader_info.output_signature = &output_signature;
hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
if (FAILED(hr))
{
......@@ -276,13 +258,12 @@ HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d1
}
hr = wined3d_shader_create_vs(device->wined3d_device, shader_info.shader_code,
&shader->output_signature, shader, &d3d10_vertex_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
&output_signature, shader, &d3d10_vertex_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
shader_free_signature(&output_signature);
if (FAILED(hr))
{
WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
shader_free_signature(&shader->output_signature);
hr = E_INVALIDARG;
return hr;
return E_INVALIDARG;
}
shader->device = &device->ID3D10Device1_iface;
......@@ -398,9 +379,7 @@ static const struct ID3D10GeometryShaderVtbl d3d10_geometry_shader_vtbl =
static void STDMETHODCALLTYPE d3d10_geometry_shader_wined3d_object_destroyed(void *parent)
{
struct d3d10_geometry_shader *shader = parent;
shader_free_signature(&shader->output_signature);
HeapFree(GetProcessHeap(), 0, shader);
HeapFree(GetProcessHeap(), 0, parent);
}
static const struct wined3d_parent_ops d3d10_geometry_shader_wined3d_parent_ops =
......@@ -411,13 +390,14 @@ static const struct wined3d_parent_ops d3d10_geometry_shader_wined3d_parent_ops
HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct d3d10_device *device,
const void *byte_code, SIZE_T byte_code_length)
{
struct wined3d_shader_signature output_signature;
struct d3d10_shader_info shader_info;
HRESULT hr;
shader->ID3D10GeometryShader_iface.lpVtbl = &d3d10_geometry_shader_vtbl;
shader->refcount = 1;
shader_info.output_signature = &shader->output_signature;
shader_info.output_signature = &output_signature;
hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
if (FAILED(hr))
{
......@@ -426,13 +406,12 @@ HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct
}
hr = wined3d_shader_create_gs(device->wined3d_device, shader_info.shader_code,
&shader->output_signature, shader, &d3d10_geometry_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
&output_signature, shader, &d3d10_geometry_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
shader_free_signature(&output_signature);
if (FAILED(hr))
{
WARN("Failed to create wined3d geometry shader, hr %#x.\n", hr);
shader_free_signature(&shader->output_signature);
hr = E_INVALIDARG;
return hr;
return E_INVALIDARG;
}
return S_OK;
......@@ -563,9 +542,7 @@ static const struct ID3D10PixelShaderVtbl d3d10_pixel_shader_vtbl =
static void STDMETHODCALLTYPE d3d10_pixel_shader_wined3d_object_destroyed(void *parent)
{
struct d3d10_pixel_shader *shader = parent;
shader_free_signature(&shader->output_signature);
HeapFree(GetProcessHeap(), 0, shader);
HeapFree(GetProcessHeap(), 0, parent);
}
static const struct wined3d_parent_ops d3d10_pixel_shader_wined3d_parent_ops =
......@@ -576,13 +553,14 @@ static const struct wined3d_parent_ops d3d10_pixel_shader_wined3d_parent_ops =
HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_device *device,
const void *byte_code, SIZE_T byte_code_length)
{
struct wined3d_shader_signature output_signature;
struct d3d10_shader_info shader_info;
HRESULT hr;
shader->ID3D10PixelShader_iface.lpVtbl = &d3d10_pixel_shader_vtbl;
shader->refcount = 1;
shader_info.output_signature = &shader->output_signature;
shader_info.output_signature = &output_signature;
hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
if (FAILED(hr))
{
......@@ -591,13 +569,12 @@ HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_
}
hr = wined3d_shader_create_ps(device->wined3d_device, shader_info.shader_code,
&shader->output_signature, shader, &d3d10_pixel_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
&output_signature, shader, &d3d10_pixel_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
shader_free_signature(&output_signature);
if (FAILED(hr))
{
WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
shader_free_signature(&shader->output_signature);
hr = E_INVALIDARG;
return hr;
return E_INVALIDARG;
}
shader->device = &device->ID3D10Device1_iface;
......
......@@ -1970,7 +1970,6 @@ struct wined3d_shader_signature
{
UINT element_count;
struct wined3d_shader_signature_element *elements;
char *string_data;
};
struct wined3d_parent_ops
......
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