Matteo Bruni : d3dx9: Create shaders and strings.
Alexandre Julliard
julliard at winehq.org
Tue Mar 18 14:15:05 CDT 2014
Module: wine
Branch: master
Commit: aef52a1d13336e668042a3daf258882ba3617cc9
URL: http://source.winehq.org/git/wine.git/?a=commit;h=aef52a1d13336e668042a3daf258882ba3617cc9
Author: Matteo Bruni <mbruni at codeweavers.com>
Date: Mon Mar 17 20:22:52 2014 +0100
d3dx9: Create shaders and strings.
---
dlls/d3dx9_36/effect.c | 68 +++++++++++++++++++++++++++++++++++++++++-------
1 file changed, 59 insertions(+), 9 deletions(-)
diff --git a/dlls/d3dx9_36/effect.c b/dlls/d3dx9_36/effect.c
index 9530687..b3a2719 100644
--- a/dlls/d3dx9_36/effect.c
+++ b/dlls/d3dx9_36/effect.c
@@ -4939,12 +4939,55 @@ err_out:
return hr;
}
+static HRESULT d3dx9_create_object(struct d3dx9_base_effect *base, struct d3dx_object *object)
+{
+ struct d3dx_parameter *param = object->param;
+ struct IDirect3DDevice9 *device = base->effect->device;
+ HRESULT hr;
+
+ if (*(char **)param->data)
+ ERR("Parameter data already allocated.\n");
+
+ switch (param->type)
+ {
+ case D3DXPT_STRING:
+ *(char **)param->data = HeapAlloc(GetProcessHeap(), 0, object->size);
+ if (!*(char **)param->data)
+ {
+ ERR("Out of memory.\n");
+ return E_OUTOFMEMORY;
+ }
+ memcpy(*(char **)param->data, object->data, object->size);
+ break;
+ case D3DXPT_VERTEXSHADER:
+ if (FAILED(hr = IDirect3DDevice9_CreateVertexShader(device, object->data,
+ (IDirect3DVertexShader9 **)param->data)))
+ {
+ WARN("Failed to create vertex shader.\n");
+ return hr;
+ }
+ break;
+ case D3DXPT_PIXELSHADER:
+ if (FAILED(hr = IDirect3DDevice9_CreatePixelShader(device, object->data,
+ (IDirect3DPixelShader9 **)param->data)))
+ {
+ WARN("Failed to create pixel shader.\n");
+ return hr;
+ }
+ break;
+ default:
+ break;
+ }
+ return D3D_OK;
+}
+
static HRESULT d3dx9_parse_resource(struct d3dx9_base_effect *base, const char *data, const char **ptr)
{
DWORD technique_index;
DWORD index, state_index, usage, element_index;
struct d3dx_state *state;
struct d3dx_parameter *param;
+ struct d3dx_object *object;
HRESULT hr = E_FAIL;
read_dword(ptr, &technique_index);
@@ -5022,21 +5065,26 @@ static HRESULT d3dx9_parse_resource(struct d3dx9_base_effect *base, const char *
state = &pass->states[state_index];
}
+ TRACE("State operation %#x (%s).\n", state->operation, state_table[state->operation].name);
param = &state->parameter;
+ TRACE("Using object id %u.\n", param->object_id);
+ object = &base->objects[param->object_id];
- /*
- * TODO: Do we need to create the shader/string here or later when we access them?
- */
switch (usage)
{
case 0:
- TRACE("usage 0: type %s\n", debug_d3dxparameter_type(param->type));
+ TRACE("usage 0: class %s type %s.\n", debug_d3dxparameter_class(param->class),
+ debug_d3dxparameter_type(param->type));
switch (param->type)
{
case D3DXPT_VERTEXSHADER:
case D3DXPT_PIXELSHADER:
state->type = ST_CONSTANT;
- hr = d3dx9_copy_data(&base->objects[param->object_id], ptr);
+ if (FAILED(hr = d3dx9_copy_data(&base->objects[param->object_id], ptr)))
+ return hr;
+
+ if (object->data)
+ hr = d3dx9_create_object(base, object);
break;
case D3DXPT_BOOL:
@@ -5153,11 +5201,13 @@ static HRESULT d3dx9_parse_effect(struct d3dx9_base_effect *base, const char *da
read_dword(&ptr, &id);
TRACE("Id: %u\n", id);
- hr = d3dx9_copy_data(&base->objects[id], &ptr);
- if (hr != D3D_OK)
- {
- WARN("Failed to parse data %u\n", i);
+ if (FAILED(hr = d3dx9_copy_data(&base->objects[id], &ptr)))
goto err_out;
+
+ if (base->objects[id].data)
+ {
+ if (FAILED(hr = d3dx9_create_object(base, &base->objects[id])))
+ goto err_out;
}
}
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