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wine
wine-winehq
Commits
f3765e9f
Commit
f3765e9f
authored
Mar 23, 2015
by
Henri Verbeet
Committed by
Alexandre Julliard
Mar 23, 2015
Browse files
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Plain Diff
wined3d: Merge some common shader initialization code into shader_init().
parent
002713de
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Showing
1 changed file
with
90 additions
and
116 deletions
+90
-116
shader.c
dlls/wined3d/shader.c
+90
-116
No files found.
dlls/wined3d/shader.c
View file @
f3765e9f
...
@@ -331,17 +331,6 @@ int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...
...
@@ -331,17 +331,6 @@ int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...
return
ret
;
return
ret
;
}
}
static
void
shader_init
(
struct
wined3d_shader
*
shader
,
struct
wined3d_device
*
device
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
{
shader
->
ref
=
1
;
shader
->
device
=
device
;
shader
->
parent
=
parent
;
shader
->
parent_ops
=
parent_ops
;
list_init
(
&
shader
->
linked_programs
);
list_add_head
(
&
device
->
shaders
,
&
shader
->
shader_list_entry
);
}
/* Convert floating point offset relative to a register file to an absolute
/* Convert floating point offset relative to a register file to an absolute
* offset for float constants. */
* offset for float constants. */
static
unsigned
int
shader_get_float_offset
(
enum
wined3d_shader_register_type
register_type
,
UINT
register_idx
)
static
unsigned
int
shader_get_float_offset
(
enum
wined3d_shader_register_type
register_type
,
UINT
register_idx
)
...
@@ -2199,74 +2188,121 @@ BOOL vshader_get_input(const struct wined3d_shader *shader,
...
@@ -2199,74 +2188,121 @@ BOOL vshader_get_input(const struct wined3d_shader *shader,
return
FALSE
;
return
FALSE
;
}
}
static
HRESULT
vertexshader_init
(
struct
wined3d_shader
*
shader
,
struct
wined3d_device
*
device
,
static
HRESULT
shader_signature_copy
(
struct
wined3d_shader_signature
*
dst
,
const
struct
wined3d_shader_
desc
*
desc
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_op
s
)
const
struct
wined3d_shader_
signature
*
src
,
char
**
signature_string
s
)
{
{
struct
wined3d_shader_reg_maps
*
reg_maps
=
&
shader
->
reg_maps
;
struct
wined3d_shader_signature_element
*
e
;
unsigned
int
i
;
SIZE_T
len
;
char
*
ptr
;
ptr
=
*
signature_strings
;
dst
->
element_count
=
src
->
element_count
;
if
(
!
(
dst
->
elements
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
*
dst
->
elements
)
*
dst
->
element_count
)))
return
E_OUTOFMEMORY
;
for
(
i
=
0
;
i
<
src
->
element_count
;
++
i
)
{
e
=
&
src
->
elements
[
i
];
dst
->
elements
[
i
]
=
*
e
;
len
=
strlen
(
e
->
semantic_name
);
memcpy
(
ptr
,
e
->
semantic_name
,
len
+
1
);
dst
->
elements
[
i
].
semantic_name
=
ptr
;
ptr
+=
len
+
1
;
}
*
signature_strings
=
ptr
;
return
WINED3D_OK
;
}
static
HRESULT
shader_init
(
struct
wined3d_shader
*
shader
,
struct
wined3d_device
*
device
,
const
struct
wined3d_shader_desc
*
desc
,
DWORD
float_const_count
,
enum
wined3d_shader_type
type
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
{
struct
wined3d_shader_signature_element
*
e
;
SIZE_T
total
,
len
;
unsigned
int
i
;
unsigned
int
i
;
HRESULT
hr
;
HRESULT
hr
;
c
onst
DWORD
vs_uniform_count
=
device
->
adapter
->
d3d_info
.
limits
.
vs_uniform_count
;
c
har
*
ptr
;
if
(
!
desc
->
byte_code
)
if
(
!
desc
->
byte_code
)
return
WINED3DERR_INVALIDCALL
;
return
WINED3DERR_INVALIDCALL
;
shader_init
(
shader
,
device
,
parent
,
parent_ops
);
shader
->
ref
=
1
;
shader
->
device
=
device
;
shader
->
parent
=
parent
;
shader
->
parent_ops
=
parent_ops
;
if
(
desc
->
output_signature
)
total
=
0
;
if
(
desc
->
input_signature
)
{
{
struct
wined3d_shader_signature_element
*
e
;
for
(
i
=
0
;
i
<
desc
->
input_signature
->
element_count
;
++
i
)
SIZE_T
total
,
len
;
char
*
ptr
;
total
=
0
;
for
(
i
=
0
;
i
<
desc
->
output_signature
->
element_count
;
++
i
)
{
{
e
=
&
desc
->
out
put_signature
->
elements
[
i
];
e
=
&
desc
->
in
put_signature
->
elements
[
i
];
len
=
strlen
(
e
->
semantic_name
);
len
=
strlen
(
e
->
semantic_name
);
if
(
len
>=
~
(
SIZE_T
)
0
-
total
)
if
(
len
>=
~
(
SIZE_T
)
0
-
total
)
{
shader_cleanup
(
shader
);
return
E_OUTOFMEMORY
;
return
E_OUTOFMEMORY
;
}
total
+=
len
+
1
;
total
+=
len
+
1
;
}
}
}
if
(
!
(
shader
->
signature_strings
=
HeapAlloc
(
GetProcessHeap
(),
0
,
total
)))
if
(
desc
->
output_signature
)
{
{
shader_cleanup
(
shader
);
return
E_OUTOFMEMORY
;
}
ptr
=
shader
->
signature_strings
;
shader
->
output_signature
.
element_count
=
desc
->
output_signature
->
element_count
;
if
(
!
(
shader
->
output_signature
.
elements
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
*
shader
->
output_signature
.
elements
)
*
shader
->
output_signature
.
element_count
)))
{
shader_cleanup
(
shader
);
return
E_OUTOFMEMORY
;
}
for
(
i
=
0
;
i
<
desc
->
output_signature
->
element_count
;
++
i
)
for
(
i
=
0
;
i
<
desc
->
output_signature
->
element_count
;
++
i
)
{
{
e
=
&
desc
->
output_signature
->
elements
[
i
];
e
=
&
desc
->
output_signature
->
elements
[
i
];
shader
->
output_signature
.
elements
[
i
]
=
*
e
;
len
=
strlen
(
e
->
semantic_name
);
len
=
strlen
(
e
->
semantic_name
);
memcpy
(
ptr
,
e
->
semantic_name
,
len
+
1
);
if
(
len
>=
~
(
SIZE_T
)
0
-
total
)
shader
->
output_signature
.
elements
[
i
].
semantic_name
=
ptr
;
return
E_OUTOFMEMORY
;
ptr
+=
len
+
1
;
total
+=
len
+
1
;
}
}
}
}
if
(
!
(
shader
->
signature_strings
=
HeapAlloc
(
GetProcessHeap
(),
0
,
total
)))
return
E_OUTOFMEMORY
;
ptr
=
shader
->
signature_strings
;
if
(
desc
->
input_signature
&&
FAILED
(
hr
=
shader_signature_copy
(
&
shader
->
input_signature
,
desc
->
input_signature
,
&
ptr
)))
{
HeapFree
(
GetProcessHeap
(),
0
,
shader
->
signature_strings
);
return
hr
;
}
if
(
desc
->
output_signature
&&
FAILED
(
hr
=
shader_signature_copy
(
&
shader
->
output_signature
,
desc
->
output_signature
,
&
ptr
)))
{
HeapFree
(
GetProcessHeap
(),
0
,
shader
->
input_signature
.
elements
);
HeapFree
(
GetProcessHeap
(),
0
,
shader
->
signature_strings
);
return
hr
;
}
list_init
(
&
shader
->
linked_programs
);
list_add_head
(
&
device
->
shaders
,
&
shader
->
shader_list_entry
);
if
(
FAILED
(
hr
=
shader_set_function
(
shader
,
desc
->
byte_code
,
desc
->
output_signature
,
if
(
FAILED
(
hr
=
shader_set_function
(
shader
,
desc
->
byte_code
,
desc
->
output_signature
,
vs_uniform_count
,
WINED3D_SHADER_TYPE_VERTEX
,
desc
->
max_version
)))
float_const_count
,
type
,
desc
->
max_version
)))
{
{
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
shader_cleanup
(
shader
);
shader_cleanup
(
shader
);
return
hr
;
}
}
return
hr
;
}
static
HRESULT
vertexshader_init
(
struct
wined3d_shader
*
shader
,
struct
wined3d_device
*
device
,
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
;
HRESULT
hr
;
if
(
FAILED
(
hr
=
shader_init
(
shader
,
device
,
desc
,
device
->
adapter
->
d3d_info
.
limits
.
vs_uniform_count
,
WINED3D_SHADER_TYPE_VERTEX
,
parent
,
parent_ops
)))
return
hr
;
for
(
i
=
0
;
i
<
shader
->
input_signature
.
element_count
;
++
i
)
for
(
i
=
0
;
i
<
shader
->
input_signature
.
element_count
;
++
i
)
{
{
const
struct
wined3d_shader_signature_element
*
input
=
&
shader
->
input_signature
.
elements
[
i
];
const
struct
wined3d_shader_signature_element
*
input
=
&
shader
->
input_signature
.
elements
[
i
];
...
@@ -2290,14 +2326,9 @@ static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d
...
@@ -2290,14 +2326,9 @@ static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d
{
{
HRESULT
hr
;
HRESULT
hr
;
shader_init
(
shader
,
device
,
parent
,
parent_ops
);
if
(
FAILED
(
hr
=
shader_init
(
shader
,
device
,
desc
,
0
,
if
(
FAILED
(
hr
=
shader_set_function
(
shader
,
desc
->
byte_code
,
desc
->
output_signature
,
WINED3D_SHADER_TYPE_GEOMETRY
,
parent
,
parent_ops
)))
0
,
WINED3D_SHADER_TYPE_GEOMETRY
,
desc
->
max_version
)))
{
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
shader_cleanup
(
shader
);
return
hr
;
return
hr
;
}
shader
->
load_local_constsF
=
shader
->
lconst_inf_or_nan
;
shader
->
load_local_constsF
=
shader
->
lconst_inf_or_nan
;
...
@@ -2486,67 +2517,10 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de
...
@@ -2486,67 +2517,10 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
unsigned
int
i
,
highest_reg_used
=
0
,
num_regs_used
=
0
;
unsigned
int
i
,
highest_reg_used
=
0
,
num_regs_used
=
0
;
HRESULT
hr
;
HRESULT
hr
;
const
DWORD
ps_uniform_count
=
device
->
adapter
->
d3d_info
.
limits
.
ps_uniform_count
;
if
(
!
desc
->
byte_code
)
return
WINED3DERR_INVALIDCALL
;
shader_init
(
shader
,
device
,
parent
,
parent_ops
);
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
;
shader
->
input_signature
.
element_count
=
desc
->
input_signature
->
element_count
;
if
(
!
(
shader
->
input_signature
.
elements
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
*
shader
->
input_signature
.
elements
)
*
shader
->
input_signature
.
element_count
)))
{
shader_cleanup
(
shader
);
return
E_OUTOFMEMORY
;
}
for
(
i
=
0
;
i
<
desc
->
input_signature
->
element_count
;
++
i
)
{
e
=
&
desc
->
input_signature
->
elements
[
i
];
shader
->
input_signature
.
elements
[
i
]
=
*
e
;
len
=
strlen
(
e
->
semantic_name
);
memcpy
(
ptr
,
e
->
semantic_name
,
len
+
1
);
shader
->
input_signature
.
elements
[
i
].
semantic_name
=
ptr
;
ptr
+=
len
+
1
;
}
}
if
(
FAILED
(
hr
=
shader_set_function
(
shader
,
desc
->
byte_code
,
desc
->
output_signature
,
if
(
FAILED
(
hr
=
shader_init
(
shader
,
device
,
desc
,
device
->
adapter
->
d3d_info
.
limits
.
ps_uniform_count
,
ps_uniform_count
,
WINED3D_SHADER_TYPE_PIXEL
,
desc
->
max_version
)))
WINED3D_SHADER_TYPE_PIXEL
,
parent
,
parent_ops
)))
{
WARN
(
"Failed to set function, hr %#x.
\n
"
,
hr
);
shader_cleanup
(
shader
);
return
hr
;
return
hr
;
}
for
(
i
=
0
;
i
<
MAX_REG_INPUT
;
++
i
)
for
(
i
=
0
;
i
<
MAX_REG_INPUT
;
++
i
)
{
{
...
...
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