Commit ad9c2b8b authored by Nikolay Sivov's avatar Nikolay Sivov Committed by Alexandre Julliard

d3d10/effect: Store input signature as a blob part.

parent ce6cb0de
......@@ -105,8 +105,8 @@ struct d3d10_effect_shader_signature
struct d3d10_effect_shader_variable
{
struct d3d10_effect_shader_signature input_signature;
ID3D10ShaderReflection *reflection;
ID3D10Blob *input_signature;
union
{
ID3D10VertexShader *vs;
......
......@@ -320,12 +320,6 @@ static void read_dword(const char **ptr, DWORD *d)
*ptr += sizeof(*d);
}
static void write_dword(char **ptr, DWORD d)
{
memcpy(*ptr, &d, sizeof(d));
*ptr += sizeof(d);
}
static BOOL require_space(size_t offset, size_t count, size_t size, size_t data_size)
{
return !count || (data_size - offset) / count >= size;
......@@ -344,12 +338,6 @@ static void skip_dword_unknown(const char *location, const char **ptr, unsigned
}
}
static void write_dword_unknown(char **ptr, DWORD d)
{
FIXME("Writing unknown DWORD 0x%08x\n", d);
write_dword(ptr, d);
}
static HRESULT parse_dxbc(const char *data, SIZE_T data_size,
HRESULT (*chunk_handler)(const char *data, DWORD data_size, DWORD tag, void *ctx), void *ctx)
{
......@@ -507,156 +495,6 @@ static BOOL copy_name(const char *ptr, char **name)
return TRUE;
}
static const char *shader_get_string(const char *data, size_t data_size, DWORD offset)
{
const char *s;
size_t l;
if (!fx10_get_string(data, data_size, offset, &s, &l))
return NULL;
return l ? s : "";
}
static HRESULT shader_parse_signature(const char *data, DWORD data_size, struct d3d10_effect_shader_signature *s)
{
D3D10_SIGNATURE_PARAMETER_DESC *e;
const char *ptr = data;
unsigned int i;
DWORD count;
if (!require_space(0, 2, sizeof(DWORD), data_size))
{
WARN("Invalid data size %#x.\n", data_size);
return E_INVALIDARG;
}
read_dword(&ptr, &count);
TRACE("%u elements\n", count);
skip_dword_unknown("shader signature", &ptr, 1);
if (!require_space(ptr - data, count, 6 * sizeof(DWORD), data_size))
{
WARN("Invalid count %#x (data size %#x).\n", count, data_size);
return E_INVALIDARG;
}
if (!(e = heap_calloc(count, sizeof(*e))))
{
ERR("Failed to allocate signature memory.\n");
return E_OUTOFMEMORY;
}
for (i = 0; i < count; ++i)
{
UINT name_offset;
UINT mask;
read_dword(&ptr, &name_offset);
if (!(e[i].SemanticName = shader_get_string(data, data_size, name_offset)))
{
WARN("Invalid name offset %#x (data size %#x).\n", name_offset, data_size);
heap_free(e);
return E_INVALIDARG;
}
read_dword(&ptr, &e[i].SemanticIndex);
read_dword(&ptr, &e[i].SystemValueType);
read_dword(&ptr, &e[i].ComponentType);
read_dword(&ptr, &e[i].Register);
read_dword(&ptr, &mask);
e[i].ReadWriteMask = mask >> 8;
e[i].Mask = mask & 0xff;
TRACE("semantic: %s, semantic idx: %u, sysval_semantic %#x, "
"type %u, register idx: %u, use_mask %#x, input_mask %#x\n",
debugstr_a(e[i].SemanticName), e[i].SemanticIndex, e[i].SystemValueType,
e[i].ComponentType, e[i].Register, e[i].Mask, e[i].ReadWriteMask);
}
s->elements = e;
s->element_count = count;
return S_OK;
}
static void shader_free_signature(struct d3d10_effect_shader_signature *s)
{
heap_free(s->signature);
heap_free(s->elements);
}
static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
{
struct d3d10_effect_shader_variable *s = ctx;
HRESULT hr;
TRACE("tag: %s.\n", debugstr_an((const char *)&tag, 4));
TRACE("chunk size: %#x\n", data_size);
switch(tag)
{
case TAG_ISGN:
{
/* 32 (DXBC header) + 1 * 4 (chunk index) + 2 * 4 (chunk header) + data_size (chunk data) */
UINT size = 44 + data_size;
struct d3d10_effect_shader_signature *sig = &s->input_signature;
char *ptr;
if (!(sig->signature = heap_alloc_zero(size)))
{
ERR("Failed to allocate input signature data\n");
return E_OUTOFMEMORY;
}
sig->signature_size = size;
ptr = sig->signature;
write_dword(&ptr, TAG_DXBC);
/* signature(?) */
write_dword_unknown(&ptr, 0);
write_dword_unknown(&ptr, 0);
write_dword_unknown(&ptr, 0);
write_dword_unknown(&ptr, 0);
/* seems to be always 1 */
write_dword_unknown(&ptr, 1);
/* DXBC size */
write_dword(&ptr, size);
/* chunk count */
write_dword(&ptr, 1);
/* chunk index */
write_dword(&ptr, (ptr - sig->signature) + 4);
/* chunk */
write_dword(&ptr, tag);
write_dword(&ptr, data_size);
memcpy(ptr, data, data_size);
hr = shader_parse_signature(ptr, data_size, sig);
if (FAILED(hr))
{
ERR("Failed to parse shader, hr %#x\n", hr);
shader_free_signature(sig);
}
break;
}
default:
FIXME("Unhandled chunk %s.\n", debugstr_an((const char *)&tag, 4));
break;
}
return S_OK;
}
static HRESULT get_fx10_shader_resources(struct d3d10_effect_variable *v, const void *data, size_t data_size)
{
struct d3d10_effect_shader_variable *sv = &v->u.shader;
......@@ -766,6 +604,8 @@ static HRESULT parse_fx10_shader(const char *data, size_t data_size, DWORD offse
if (FAILED(hr = D3D10ReflectShader(ptr, dxbc_size, &v->u.shader.reflection)))
return hr;
D3DGetInputSignatureBlob(ptr, dxbc_size, &v->u.shader.input_signature);
if (FAILED(hr = get_fx10_shader_resources(v, ptr, dxbc_size)))
return hr;
......@@ -793,7 +633,7 @@ static HRESULT parse_fx10_shader(const char *data, size_t data_size, DWORD offse
return E_FAIL;
}
return parse_dxbc(ptr, dxbc_size, shader_chunk_handler, &v->u.shader);
return hr;
}
static D3D10_SHADER_VARIABLE_CLASS d3d10_variable_class(DWORD c, BOOL is_column_major)
......@@ -2741,7 +2581,8 @@ static void d3d10_effect_shader_variable_destroy(struct d3d10_effect_shader_vari
{
if (s->reflection)
s->reflection->lpVtbl->Release(s->reflection);
shader_free_signature(&s->input_signature);
if (s->input_signature)
ID3D10Blob_Release(s->input_signature);
switch (type)
{
......@@ -3597,8 +3438,16 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *ifa
desc->Name = pass->name;
desc->Annotations = pass->annotation_count;
desc->pIAInputSignature = (BYTE *)s->input_signature.signature;
desc->IAInputSignatureSize = s->input_signature.signature_size;
if (s->input_signature)
{
desc->pIAInputSignature = ID3D10Blob_GetBufferPointer(s->input_signature);
desc->IAInputSignatureSize = ID3D10Blob_GetBufferSize(s->input_signature);
}
else
{
desc->pIAInputSignature = NULL;
desc->IAInputSignatureSize = 0;
}
desc->StencilRef = pass->stencil_ref;
desc->SampleMask = pass->sample_mask;
memcpy(desc->BlendFactor, pass->blend_factor, 4 * sizeof(float));
......
......@@ -5740,6 +5740,7 @@ static void test_effect_resource_variable(void)
ID3D10EffectTechnique *technique;
ID3D10Texture2D *tex0, *tex_a[2];
D3D10_EFFECT_DESC effect_desc;
D3D10_PASS_DESC pass_desc;
ID3D10EffectVariable *var;
ID3D10EffectPass *pass;
ID3D10Device *device;
......@@ -5795,6 +5796,12 @@ static void test_effect_resource_variable(void)
ok(!!technique, "Got unexpected technique %p.\n", technique);
pass = technique->lpVtbl->GetPassByName(technique, "p0");
ok(!!pass, "Got unexpected pass %p.\n", pass);
hr = pass->lpVtbl->GetDesc(pass, &pass_desc);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
ok(!!pass_desc.pIAInputSignature, "Unexpected input signature.\n");
ok(pass_desc.IAInputSignatureSize == 88, "Unexpected input signature size %lu.\n",
pass_desc.IAInputSignatureSize);
hr = pass->lpVtbl->Apply(pass, 0);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
......
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