[PATCH 4/6] d3d10/effect: Add a semi-stub for GetShaderDesc().
Nikolay Sivov
nsivov at codeweavers.com
Thu Aug 26 00:32:14 CDT 2021
Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
---
dlls/d3d10/effect.c | 25 +++++++++++++--
dlls/d3d10/tests/effect.c | 66 ++++++++++++++++++++++++++++++++++-----
2 files changed, 82 insertions(+), 9 deletions(-)
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index acc7199138b..aa0eef8852d 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -6783,9 +6783,30 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetRawValue(
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetShaderDesc(
ID3D10EffectShaderVariable *iface, UINT index, D3D10_EFFECT_SHADER_DESC *desc)
{
- FIXME("iface %p, index %u, desc %p stub!\n", iface, index, desc);
+ struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface);
+ D3D10_SHADER_DESC shader_desc;
+ HRESULT hr = S_OK;
- return E_NOTIMPL;
+ FIXME("iface %p, index %u, desc %p semi-stub.\n", iface, index, desc);
+
+ if (v->type->element_count)
+ v = impl_from_ID3D10EffectVariable(iface->lpVtbl->GetElement(iface, index));
+
+ memset(desc, 0, sizeof(*desc));
+ if (v->u.shader.input_signature)
+ desc->pInputSignature = ID3D10Blob_GetBufferPointer(v->u.shader.input_signature);
+ desc->SODecl = v->u.shader.stream_output_declaration;
+ if (v->u.shader.reflection)
+ {
+ if (SUCCEEDED(hr = v->u.shader.reflection->lpVtbl->GetDesc(v->u.shader.reflection,
+ &shader_desc)))
+ {
+ desc->NumInputSignatureEntries = shader_desc.InputParameters;
+ desc->NumOutputSignatureEntries = shader_desc.OutputParameters;
+ }
+ }
+
+ return hr;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetVertexShader(
diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c
index 5fcece4695b..17ebafcec37 100644
--- a/dlls/d3d10/tests/effect.c
+++ b/dlls/d3d10/tests/effect.c
@@ -3642,14 +3642,10 @@ if (0)
v = effect->lpVtbl->GetVariableByName(effect, "g_so");
gs = v->lpVtbl->AsShader(v);
hr = gs->lpVtbl->GetShaderDesc(gs, 0, &shaderdesc);
-todo_wine
ok(hr == S_OK, "Failed to get shader description, hr %#x.\n", hr);
- if (hr == S_OK)
- {
- ok(!shaderdesc.IsInline, "Unexpected inline flag.\n");
- ok(!strcmp(shaderdesc.SODecl, "SV_POSITION.x"), "Unexpected stream output declaration %s.\n",
- shaderdesc.SODecl);
- }
+ ok(!shaderdesc.IsInline, "Unexpected inline flag.\n");
+ ok(!strcmp(shaderdesc.SODecl, "SV_POSITION.x"), "Unexpected stream output declaration %s.\n",
+ shaderdesc.SODecl);
/* Signature description */
v = effect->lpVtbl->GetVariableByName(effect, "p");
@@ -5865,6 +5861,61 @@ static void test_effect_resource_variable(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
+static void test_effect_optimize(void)
+{
+ D3D10_EFFECT_SHADER_DESC shaderdesc;
+ ID3D10EffectShaderVariable *gs;
+ ID3D10EffectVariable *v;
+ ID3D10Effect* effect;
+ ID3D10Device *device;
+ ULONG refcount;
+ HRESULT hr;
+
+ if (!(device = create_device()))
+ {
+ skip("Failed to create device, skipping tests.\n");
+ return;
+ }
+
+ hr = create_effect(fx_local_shader, 0, device, NULL, &effect);
+ ok(SUCCEEDED(hr), "Failed to create an effect!\n");
+
+ v = effect->lpVtbl->GetVariableByName(effect, "g_so");
+
+ gs = v->lpVtbl->AsShader(v);
+ hr = gs->lpVtbl->GetShaderDesc(gs, 0, &shaderdesc);
+ ok(hr == S_OK, "Failed to get shader description, hr %#x.\n", hr);
+ ok(!!shaderdesc.pInputSignature, "Expected input signature.\n");
+ ok(!shaderdesc.IsInline, "Unexpected inline flag.\n");
+todo_wine {
+ ok(!!shaderdesc.pBytecode, "Expected bytecode.\n");
+ ok(shaderdesc.BytecodeLength != 0, "Unexpected bytecode length.\n");
+}
+ ok(!strcmp(shaderdesc.SODecl, "SV_POSITION.x"), "Unexpected stream output declaration %s.\n", shaderdesc.SODecl);
+ ok(shaderdesc.NumInputSignatureEntries != 0, "Unexpected input signature count.\n");
+ ok(shaderdesc.NumOutputSignatureEntries != 0, "Unexpected input signature count.\n");
+
+ hr = effect->lpVtbl->Optimize(effect);
+todo_wine
+ ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
+
+ hr = gs->lpVtbl->GetShaderDesc(gs, 0, &shaderdesc);
+ ok(hr == S_OK, "Failed to get shader description, hr %#x.\n", hr);
+ ok(!!shaderdesc.pInputSignature, "Expected input signature.\n");
+ ok(!shaderdesc.IsInline, "Unexpected inline flag.\n");
+ ok(!shaderdesc.pBytecode, "Unexpected bytecode.\n");
+ ok(shaderdesc.BytecodeLength == 0, "Unexpected bytecode length.\n");
+todo_wine {
+ ok(!shaderdesc.SODecl, "Unexpected stream output declaration %p.\n", shaderdesc.SODecl);
+ ok(shaderdesc.NumInputSignatureEntries == 0, "Unexpected input signature count.\n");
+ ok(shaderdesc.NumOutputSignatureEntries == 0, "Unexpected output signature count.\n");
+}
+ effect->lpVtbl->Release(effect);
+
+ refcount = ID3D10Device_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+}
+
START_TEST(effect)
{
test_effect_constant_buffer_type();
@@ -5881,4 +5932,5 @@ START_TEST(effect)
test_effect_vector_variable();
test_effect_matrix_variable();
test_effect_resource_variable();
+ test_effect_optimize();
}
--
2.32.0
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