[PATCH 4/4] d3d10: Implement ID3DEffectVariable::GetOutputSignatureElementDesc().
Rico Schüller
kgbricola at web.de
Tue Apr 6 14:22:56 CDT 2010
---
dlls/d3d10/d3d10_private.h | 1 +
dlls/d3d10/effect.c | 60
+++++++++++++++++++++++++++++++++++++++++---
2 files changed, 57 insertions(+), 4 deletions(-)
diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h
index 17f801b..dc24fe6 100644
--- a/dlls/d3d10/d3d10_private.h
+++ b/dlls/d3d10/d3d10_private.h
@@ -79,6 +79,7 @@ struct d3d10_effect_shader_signature {
struct d3d10_effect_shader_variable
{
struct d3d10_effect_shader_signature input_signature;
+ struct d3d10_effect_shader_signature output_signature;
union
{
ID3D10VertexShader *vs;
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index 9c98b2c..59b6c31 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -31,6 +31,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
#define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C')
#define TAG_FX10 MAKE_TAG('F', 'X', '1', '0')
#define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N')
+#define TAG_OSGN MAKE_TAG('O', 'S', 'G', 'N')
#define D3D10_FX10_TYPE_COLUMN_SHIFT 11
#define D3D10_FX10_TYPE_COLUMN_MASK (0x7 <<
D3D10_FX10_TYPE_COLUMN_SHIFT)
@@ -288,12 +289,16 @@ static HRESULT shader_chunk_handler(const char
*data, DWORD data_size, DWORD tag
switch(tag)
{
case TAG_ISGN:
+ case TAG_OSGN:
{
/* 32 (DXBC header) + 1 * 4 (chunk index) + 2 * 4 (chunk
header) + data_size (chunk data) */
UINT size = 44 + data_size;
- struct d3d10_effect_shader_signature *sig =
&s->input_signature;
+ struct d3d10_effect_shader_signature *sig;
char *ptr;
+ if (tag == TAG_ISGN) sig = &s->input_signature;
+ else sig = &s->output_signature;
+
sig->signature = HeapAlloc(GetProcessHeap(),
HEAP_ZERO_MEMORY, size);
if (!sig->signature)
{
@@ -325,7 +330,7 @@ static HRESULT shader_chunk_handler(const char
*data, DWORD data_size, DWORD tag
write_dword(&ptr, (ptr - sig->signature) + 4);
/* chunk */
- write_dword(&ptr, TAG_ISGN);
+ write_dword(&ptr, tag);
write_dword(&ptr, data_size);
memcpy(ptr, data, data_size);
@@ -1864,6 +1869,7 @@ static void d3d10_effect_variable_destroy(struct
d3d10_effect_variable *v)
case D3D10_SVT_PIXELSHADER:
case D3D10_SVT_GEOMETRYSHADER:
shader_free_signature(&((struct
d3d10_effect_shader_variable *)v->data)->input_signature);
+ shader_free_signature(&((struct
d3d10_effect_shader_variable *)v->data)->output_signature);
break;
default:
@@ -5296,10 +5302,56 @@ static HRESULT STDMETHODCALLTYPE
d3d10_effect_shader_variable_GetOutputSignature
ID3D10EffectShaderVariable *iface, UINT shader_index, UINT
element_index,
D3D10_SIGNATURE_PARAMETER_DESC *desc)
{
- FIXME("iface %p, shader_index %u, element_index %u, desc %p stub!\n",
+ struct d3d10_effect_variable *This = (struct d3d10_effect_variable
*)iface;
+ struct d3d10_effect_shader_variable *s;
+ D3D10_SIGNATURE_PARAMETER_DESC *d;
+
+ TRACE("iface %p, shader_index %u, element_index %u, desc %p\n",
iface, shader_index, element_index, desc);
- return E_NOTIMPL;
+ if (!iface->lpVtbl->IsValid(iface))
+ {
+ WARN("Null variable specified\n");
+ return E_FAIL;
+ }
+
+ /* Check shader_index, this crashes on W7/DX10 */
+ if (shader_index >= This->effect->used_shader_count)
+ {
+ WARN("This should crash on W7/DX10!\n");
+ return E_FAIL;
+ }
+
+ s = This->effect->used_shaders[shader_index]->data;
+ if (!s->output_signature.signature)
+ {
+ WARN("No shader signature\n");
+ return D3DERR_INVALIDCALL;
+ }
+
+ /* Check desc for NULL, this crashes on W7/DX10 */
+ if (!desc)
+ {
+ WARN("This should crash on W7/DX10!\n");
+ return E_FAIL;
+ }
+
+ if (element_index >= s->output_signature.element_count)
+ {
+ WARN("Invalid element index specified\n");
+ return E_INVALIDARG;
+ }
+
+ d = &s->output_signature.elements[element_index];
+ desc->SemanticName = d->SemanticName;
+ desc->SemanticIndex = d->SemanticIndex;
+ desc->SystemValueType = d->SystemValueType;
+ desc->ComponentType = d->ComponentType;
+ desc->Register = d->Register;
+ desc->ReadWriteMask = d->ReadWriteMask;
+ desc->Mask = d->Mask;
+
+ return S_OK;
}
-- 1.6.6.1
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