Rico Schüller : d3dcompiler: Parse ISGN in the reflection interface.
Alexandre Julliard
julliard at winehq.org
Tue Dec 21 14:32:19 CST 2010
Module: wine
Branch: master
Commit: f8e4771be4bfee1b67eb32c0bcdd763fb944b779
URL: http://source.winehq.org/git/wine.git/?a=commit;h=f8e4771be4bfee1b67eb32c0bcdd763fb944b779
Author: Rico Schüller <kgbricola at web.de>
Date: Tue Dec 21 11:06:11 2010 +0100
d3dcompiler: Parse ISGN in the reflection interface.
---
dlls/d3dcompiler_43/d3dcompiler_private.h | 9 +++
dlls/d3dcompiler_43/reflection.c | 108 ++++++++++++++++++++++++++++-
2 files changed, 115 insertions(+), 2 deletions(-)
diff --git a/dlls/d3dcompiler_43/d3dcompiler_private.h b/dlls/d3dcompiler_43/d3dcompiler_private.h
index 3e0915a..5c4f80f 100644
--- a/dlls/d3dcompiler_43/d3dcompiler_private.h
+++ b/dlls/d3dcompiler_43/d3dcompiler_private.h
@@ -57,6 +57,13 @@ HRESULT d3dcompiler_blob_init(struct d3dcompiler_blob *blob, SIZE_T data_size) D
HRESULT d3dcompiler_get_blob_part(const void *data, SIZE_T data_size, D3D_BLOB_PART part, UINT flags, ID3DBlob **blob) DECLSPEC_HIDDEN;
HRESULT d3dcompiler_strip_shader(const void *data, SIZE_T data_size, UINT flags, ID3DBlob **blob) DECLSPEC_HIDDEN;
+struct d3dcompiler_shader_signature
+{
+ D3D11_SIGNATURE_PARAMETER_DESC *elements;
+ UINT element_count;
+ char *string_data;
+};
+
/* ID3D11ShaderReflection */
struct d3dcompiler_shader_reflection
{
@@ -89,6 +96,8 @@ struct d3dcompiler_shader_reflection
D3D_TESSELLATOR_OUTPUT_PRIMITIVE hs_output_primitive;
D3D_TESSELLATOR_PARTITIONING hs_prtitioning;
D3D_TESSELLATOR_DOMAIN tessellator_domain;
+
+ struct d3dcompiler_shader_signature *isgn;
};
/* reflection handling */
diff --git a/dlls/d3dcompiler_43/reflection.c b/dlls/d3dcompiler_43/reflection.c
index e0f634c..1e287de 100644
--- a/dlls/d3dcompiler_43/reflection.c
+++ b/dlls/d3dcompiler_43/reflection.c
@@ -25,6 +25,25 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3dcompiler);
+static void free_signature(struct d3dcompiler_shader_signature *sig)
+{
+ TRACE("Free signature %p\n", sig);
+
+ HeapFree(GetProcessHeap(), 0, sig->elements);
+ HeapFree(GetProcessHeap(), 0, sig->string_data);
+}
+
+static void reflection_cleanup(struct d3dcompiler_shader_reflection *ref)
+{
+ TRACE("Cleanup %p\n", ref);
+
+ if (ref->isgn)
+ {
+ free_signature(ref->isgn);
+ HeapFree(GetProcessHeap(), 0, ref->isgn);
+ }
+}
+
static inline struct d3dcompiler_shader_reflection *impl_from_ID3D11ShaderReflection(ID3D11ShaderReflection *iface)
{
return CONTAINING_RECORD(iface, struct d3dcompiler_shader_reflection, ID3D11ShaderReflection_iface);
@@ -69,6 +88,7 @@ static ULONG STDMETHODCALLTYPE d3dcompiler_shader_reflection_Release(ID3D11Shade
if (!refcount)
{
+ reflection_cleanup(This);
HeapFree(GetProcessHeap(), 0, This);
}
@@ -361,6 +381,68 @@ static HRESULT d3dcompiler_parse_stat(struct d3dcompiler_shader_reflection *r, c
return E_FAIL;
}
+HRESULT d3dcompiler_parse_signature(struct d3dcompiler_shader_signature *s, const char *data, DWORD data_size)
+{
+ D3D11_SIGNATURE_PARAMETER_DESC *d;
+ unsigned int string_data_offset;
+ unsigned int string_data_size;
+ const char *ptr = data;
+ char *string_data;
+ unsigned int i;
+ DWORD count;
+
+ read_dword(&ptr, &count);
+ TRACE("%u elements\n", count);
+
+ skip_dword_unknown(&ptr, 1);
+
+ d = HeapAlloc(GetProcessHeap(), 0, count * sizeof(*d));
+ if (!d)
+ {
+ ERR("Failed to allocate signature memory.\n");
+ 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, d);
+ return E_OUTOFMEMORY;
+ }
+ memcpy(string_data, data + string_data_offset, string_data_size);
+
+ for (i = 0; i < count; ++i)
+ {
+ UINT name_offset;
+ DWORD mask;
+
+ read_dword(&ptr, &name_offset);
+ d[i].SemanticName = string_data + (name_offset - string_data_offset);
+ read_dword(&ptr, &d[i].SemanticIndex);
+ read_dword(&ptr, &d[i].SystemValueType);
+ read_dword(&ptr, &d[i].ComponentType);
+ read_dword(&ptr, &d[i].Register);
+ read_dword(&ptr, &mask);
+ d[i].ReadWriteMask = (mask >> 8) & 0xff;
+ d[i].Mask = mask & 0xff;
+
+ TRACE("semantic: %s, semantic idx: %u, sysval_semantic %#x, "
+ "type %u, register idx: %u, use_mask %#x, input_mask %#x, stream %u\n",
+ debugstr_a(d[i].SemanticName), d[i].SemanticIndex, d[i].SystemValueType,
+ d[i].ComponentType, d[i].Register, d[i].Mask, d[i].ReadWriteMask, d[i].Stream);
+ }
+
+ s->elements = d;
+ s->element_count = count;
+ s->string_data = string_data;
+
+ return S_OK;
+}
+
HRESULT d3dcompiler_shader_reflection_init(struct d3dcompiler_shader_reflection *reflection,
const void *data, SIZE_T data_size)
{
@@ -388,9 +470,25 @@ HRESULT d3dcompiler_shader_reflection_init(struct d3dcompiler_shader_reflection
hr = d3dcompiler_parse_stat(reflection, section->data, section->data_size);
if (FAILED(hr))
{
- dxbc_destroy(&src_dxbc);
WARN("Failed to parse section STAT.\n");
- return hr;
+ goto err_out;
+ }
+ break;
+
+ case TAG_ISGN:
+ reflection->isgn = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*reflection->isgn));
+ if (!reflection->isgn)
+ {
+ ERR("Failed to allocate ISGN memory.\n");
+ hr = E_OUTOFMEMORY;
+ goto err_out;
+ }
+
+ hr = d3dcompiler_parse_signature(reflection->isgn, section->data, section->data_size);
+ if (FAILED(hr))
+ {
+ WARN("Failed to parse section ISGN.\n");
+ goto err_out;
}
break;
@@ -403,4 +501,10 @@ HRESULT d3dcompiler_shader_reflection_init(struct d3dcompiler_shader_reflection
dxbc_destroy(&src_dxbc);
return hr;
+
+err_out:
+ reflection_cleanup(reflection);
+ dxbc_destroy(&src_dxbc);
+
+ return hr;
}
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