Henri Verbeet : d3d10core: Create a vertex declaration from the input layout.
Alexandre Julliard
julliard at winehq.org
Mon Mar 30 12:08:47 CDT 2009
Module: wine
Branch: master
Commit: ec0370a2d297e6436a4364d81c16c5ff86cc1684
URL: http://source.winehq.org/git/wine.git/?a=commit;h=ec0370a2d297e6436a4364d81c16c5ff86cc1684
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon Mar 30 11:24:55 2009 +0200
d3d10core: Create a vertex declaration from the input layout.
---
dlls/d3d10core/d3d10core_private.h | 9 ++-
dlls/d3d10core/device.c | 23 +++++-
dlls/d3d10core/inputlayout.c | 139 ++++++++++++++++++++++++++++++++++++
3 files changed, 167 insertions(+), 4 deletions(-)
diff --git a/dlls/d3d10core/d3d10core_private.h b/dlls/d3d10core/d3d10core_private.h
index ff723ba..df9794f 100644
--- a/dlls/d3d10core/d3d10core_private.h
+++ b/dlls/d3d10core/d3d10core_private.h
@@ -1,5 +1,5 @@
/*
- * Copyright 2008 Henri Verbeet for CodeWeavers
+ * Copyright 2008-2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -38,6 +38,7 @@
((DWORD)(ch0) | ((DWORD)(ch1) << 8) | \
((DWORD)(ch2) << 16) | ((DWORD)(ch3) << 24 ))
#define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C')
+#define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N')
/* TRACE helper functions */
const char *debug_d3d10_primitive_topology(D3D10_PRIMITIVE_TOPOLOGY topology);
@@ -118,8 +119,14 @@ struct d3d10_input_layout
{
const struct ID3D10InputLayoutVtbl *vtbl;
LONG refcount;
+
+ IWineD3DVertexDeclaration *wined3d_decl;
};
+HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC *element_descs,
+ UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
+ WINED3DVERTEXELEMENT **wined3d_elements, UINT *wined3d_element_count);
+
/* ID3D10VertexShader */
extern const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl;
struct d3d10_vertex_shader
diff --git a/dlls/d3d10core/device.c b/dlls/d3d10core/device.c
index 7320f92..ff31b53 100644
--- a/dlls/d3d10core/device.c
+++ b/dlls/d3d10core/device.c
@@ -1,5 +1,5 @@
/*
- * Copyright 2008 Henri Verbeet for CodeWeavers
+ * Copyright 2008-2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -909,10 +909,14 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device *if
const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const void *shader_byte_code,
SIZE_T shader_byte_code_length, ID3D10InputLayout **input_layout)
{
+ struct d3d10_device *This = (struct d3d10_device *)iface;
struct d3d10_input_layout *object;
+ WINED3DVERTEXELEMENT *wined3d_elements;
+ UINT wined3d_element_count;
+ HRESULT hr;
- FIXME("iface %p, element_descs %p, element_count %u, shader_byte_code %p,"
- "\tshader_byte_code_length %lu, input_layout %p stub!\n",
+ TRACE("iface %p, element_descs %p, element_count %u, shader_byte_code %p,"
+ "\tshader_byte_code_length %lu, input_layout %p\n",
iface, element_descs, element_count, shader_byte_code,
shader_byte_code_length, input_layout);
@@ -926,6 +930,19 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device *if
object->vtbl = &d3d10_input_layout_vtbl;
object->refcount = 1;
+ hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count,
+ shader_byte_code, shader_byte_code_length, &wined3d_elements, &wined3d_element_count);
+ if (FAILED(hr))
+ {
+ HeapFree(GetProcessHeap(), 0, object);
+ return hr;
+ }
+
+ IWineD3DDevice_CreateVertexDeclaration(This->wined3d_device, &object->wined3d_decl,
+ (IUnknown *)object, wined3d_elements, wined3d_element_count);
+
+ HeapFree(GetProcessHeap(), 0, wined3d_elements);
+
*input_layout = (ID3D10InputLayout *)object;
return S_OK;
diff --git a/dlls/d3d10core/inputlayout.c b/dlls/d3d10core/inputlayout.c
index 034a642..d78ecad 100644
--- a/dlls/d3d10core/inputlayout.c
+++ b/dlls/d3d10core/inputlayout.c
@@ -24,6 +24,144 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
+struct input_signature_element
+{
+ const char *semantic_name;
+ UINT semantic_idx;
+ DWORD unknown; /* system value semantic? */
+ DWORD component_type;
+ UINT register_idx;
+ DWORD mask;
+};
+
+struct input_signature
+{
+ struct input_signature_element *elements;
+ UINT element_count;
+};
+
+static HRESULT parse_isgn(const char *data, struct input_signature *is)
+{
+ struct input_signature_element *e;
+ const char *ptr = data;
+ unsigned int i;
+ DWORD count;
+
+ read_dword(&ptr, &count);
+ TRACE("%u elements\n", count);
+
+ skip_dword_unknown(&ptr, 1);
+
+ e = HeapAlloc(GetProcessHeap(), 0, count * sizeof(*e));
+ if (!e)
+ {
+ ERR("Failed to allocate input signature memory.\n");
+ return E_OUTOFMEMORY;
+ }
+
+ for (i = 0; i < count; ++i)
+ {
+ UINT name_offset;
+
+ read_dword(&ptr, &name_offset);
+ e[i].semantic_name = data + name_offset;
+ read_dword(&ptr, &e[i].semantic_idx);
+ read_dword(&ptr, &e[i].unknown);
+ read_dword(&ptr, &e[i].component_type);
+ read_dword(&ptr, &e[i].register_idx);
+ read_dword(&ptr, &e[i].mask);
+
+ TRACE("semantic: %s, semantic idx: %u, unknown %#x, type %u, register idx: %u, use_mask %#x, input_mask %#x\n",
+ e[i].semantic_name, e[i].semantic_idx, e[i].unknown, e[i].component_type,
+ e[i].register_idx, (e[i].mask >> 8) & 0xff, e[i].mask & 0xff);
+ }
+
+ is->elements = e;
+ is->element_count = count;
+
+ return S_OK;
+}
+
+static HRESULT isgn_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
+{
+ struct input_signature *is = ctx;
+ const char *ptr = data;
+ char tag_str[5];
+
+ switch(tag)
+ {
+ case TAG_ISGN:
+ return parse_isgn(ptr, is);
+
+ default:
+ memcpy(tag_str, &tag, 4);
+ tag_str[4] = '\0';
+ FIXME("Unhandled chunk %s\n", tag_str);
+ return S_OK;
+ }
+}
+
+HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC *element_descs,
+ UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
+ WINED3DVERTEXELEMENT **wined3d_elements, UINT *wined3d_element_count)
+{
+ struct input_signature is;
+ HRESULT hr;
+ UINT i;
+
+ hr = parse_dxbc(shader_byte_code, shader_byte_code_length, isgn_handler, &is);
+ if (FAILED(hr))
+ {
+ ERR("Failed to parse input signature.\n");
+ return E_FAIL;
+ }
+
+ *wined3d_elements = HeapAlloc(GetProcessHeap(), 0, element_count * sizeof(**wined3d_elements));
+ if (!*wined3d_elements)
+ {
+ ERR("Failed to allocate wined3d vertex element array memory.\n");
+ HeapFree(GetProcessHeap(), 0, is.elements);
+ return E_OUTOFMEMORY;
+ }
+ *wined3d_element_count = 0;
+
+ for (i = 0; i < element_count; ++i)
+ {
+ UINT j;
+
+ for (j = 0; j < is.element_count; ++j)
+ {
+ if (!strcmp(element_descs[i].SemanticName, is.elements[j].semantic_name)
+ && element_descs[i].SemanticIndex == is.elements[j].semantic_idx)
+ {
+ WINED3DVERTEXELEMENT *e = &(*wined3d_elements)[(*wined3d_element_count)++];
+ const D3D10_INPUT_ELEMENT_DESC *f = &element_descs[i];
+
+ e->format = wined3dformat_from_dxgi_format(f->Format);
+ e->input_slot = f->InputSlot;
+ e->offset = f->AlignedByteOffset;
+ e->output_slot = is.elements[j].register_idx;
+ e->method = WINED3DDECLMETHOD_DEFAULT;
+ e->usage = 0;
+ e->usage_idx = 0;
+
+ if (f->AlignedByteOffset == D3D10_APPEND_ALIGNED_ELEMENT)
+ FIXME("D3D10_APPEND_ALIGNED_ELEMENT not supported\n");
+ if (f->InputSlotClass != D3D10_INPUT_PER_VERTEX_DATA)
+ FIXME("Ignoring input slot class (%#x)\n", f->InputSlotClass);
+ if (f->InstanceDataStepRate)
+ FIXME("Ignoring instace data step rate (%#x)\n", f->InstanceDataStepRate);
+
+ break;
+ }
+ }
+ }
+
+ HeapFree(GetProcessHeap(), 0, is.elements);
+
+ return S_OK;
+}
+
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE d3d10_input_layout_QueryInterface(ID3D10InputLayout *iface,
@@ -65,6 +203,7 @@ static ULONG STDMETHODCALLTYPE d3d10_input_layout_Release(ID3D10InputLayout *ifa
if (!refcount)
{
+ IWineD3DVertexDeclaration_Release(This->wined3d_decl);
HeapFree(GetProcessHeap(), 0, This);
}
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