Henri Verbeet : wined3d: Add a wined3d pixel shader to struct d3d10_pixel_shader.

Alexandre Julliard julliard at winehq.org
Mon Apr 27 08:04:09 CDT 2009


Module: wine
Branch: master
Commit: f1023815ce09a8ff38492f926bc0a97bf1c504c2
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=f1023815ce09a8ff38492f926bc0a97bf1c504c2

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Mon Apr 27 09:37:14 2009 +0200

wined3d: Add a wined3d pixel shader to struct d3d10_pixel_shader.

---

 dlls/d3d10core/d3d10core_private.h |    5 +++++
 dlls/d3d10core/device.c            |   21 ++++++++++++++++++++-
 dlls/d3d10core/shader.c            |   31 +++++++++++++++++++++++++++++++
 3 files changed, 56 insertions(+), 1 deletions(-)

diff --git a/dlls/d3d10core/d3d10core_private.h b/dlls/d3d10core/d3d10core_private.h
index df9794f..3f782ba 100644
--- a/dlls/d3d10core/d3d10core_private.h
+++ b/dlls/d3d10core/d3d10core_private.h
@@ -39,6 +39,7 @@
     ((DWORD)(ch2) << 16) | ((DWORD)(ch3) << 24 ))
 #define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C')
 #define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N')
+#define TAG_SHDR MAKE_TAG('S', 'H', 'D', 'R')
 
 /* TRACE helper functions */
 const char *debug_d3d10_primitive_topology(D3D10_PRIMITIVE_TOPOLOGY topology);
@@ -149,8 +150,12 @@ struct d3d10_pixel_shader
 {
     const struct ID3D10PixelShaderVtbl *vtbl;
     LONG refcount;
+
+    IWineD3DPixelShader *wined3d_shader;
 };
 
+HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, const DWORD **shader_code);
+
 /* Layered device */
 enum dxgi_device_layer_id
 {
diff --git a/dlls/d3d10core/device.c b/dlls/d3d10core/device.c
index 2b704b3..5c91cbd 100644
--- a/dlls/d3d10core/device.c
+++ b/dlls/d3d10core/device.c
@@ -1023,11 +1023,21 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutp
 static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *iface,
         const void *byte_code, SIZE_T byte_code_length, ID3D10PixelShader **shader)
 {
+    struct d3d10_device *This = (struct d3d10_device *)iface;
     struct d3d10_pixel_shader *object;
+    const DWORD *shader_code;
+    HRESULT hr;
 
-    FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n",
+    TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p\n",
             iface, byte_code, byte_code_length, shader);
 
+    hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_code);
+    if (FAILED(hr))
+    {
+        ERR("Failed to extract shader, hr %#x\n", hr);
+        return hr;
+    }
+
     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
     if (!object)
     {
@@ -1038,6 +1048,15 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *if
     object->vtbl = &d3d10_pixel_shader_vtbl;
     object->refcount = 1;
 
+    hr = IWineD3DDevice_CreatePixelShader(This->wined3d_device,
+            shader_code, &object->wined3d_shader, (IUnknown *)object);
+    if (FAILED(hr))
+    {
+        ERR("CreatePixelShader failed, hr %#x\n", hr);
+        HeapFree(GetProcessHeap(), 0, object);
+        return hr;
+    }
+
     *shader = (ID3D10PixelShader *)object;
 
     return S_OK;
diff --git a/dlls/d3d10core/shader.c b/dlls/d3d10core/shader.c
index b614779..8b3d01e 100644
--- a/dlls/d3d10core/shader.c
+++ b/dlls/d3d10core/shader.c
@@ -24,6 +24,37 @@
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
 
+static HRESULT shdr_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
+{
+    const DWORD **shader_data = ctx;
+    char tag_str[5];
+
+    switch(tag)
+    {
+        case TAG_SHDR:
+            *shader_data = (const DWORD *)data;
+            return S_OK;
+
+        default:
+            memcpy(tag_str, &tag, 4);
+            tag_str[4] = '\0';
+            FIXME("Unhandled chunk %s\n", tag_str);
+            return S_OK;
+    }
+}
+
+HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, const DWORD **shader_code)
+{
+    HRESULT hr;
+
+    hr = parse_dxbc(dxbc, dxbc_length, shdr_handler, shader_code);
+    if (!*shader_code) hr = E_FAIL;
+
+    if (FAILED(hr)) ERR("Failed to parse shader, hr %#x\n", hr);
+
+    return hr;
+}
+
 /* IUnknown methods */
 
 static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_QueryInterface(ID3D10VertexShader *iface,




More information about the wine-cvs mailing list