[PATCH 5/6] d3d11: Add support for feature level 9 shaders.
Józef Kucia
jkucia at codeweavers.com
Thu Aug 11 05:57:28 CDT 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/d3d11_private.h | 1 +
dlls/d3d11/shader.c | 90 +++++++++++++++++++++++++++++++++++++++-------
dlls/d3d11/tests/d3d11.c | 10 ++----
3 files changed, 82 insertions(+), 19 deletions(-)
diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h
index e9837cc..4af0faa 100644
--- a/dlls/d3d11/d3d11_private.h
+++ b/dlls/d3d11/d3d11_private.h
@@ -45,6 +45,7 @@
#define TAG_OSGN MAKE_TAG('O', 'S', 'G', 'N')
#define TAG_SHDR MAKE_TAG('S', 'H', 'D', 'R')
#define TAG_SHEX MAKE_TAG('S', 'H', 'E', 'X')
+#define TAG_AON9 MAKE_TAG('A', 'o', 'n', '9')
struct d3d_device;
diff --git a/dlls/d3d11/shader.c b/dlls/d3d11/shader.c
index 9f618e4..dab2b9b 100644
--- a/dlls/d3d11/shader.c
+++ b/dlls/d3d11/shader.c
@@ -24,47 +24,113 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d11);
-static HRESULT shdr_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
+struct aon9_header
{
- struct wined3d_shader_desc *desc = ctx;
+ DWORD chunk_size;
+ DWORD shader_version;
+ DWORD unknown;
+ DWORD byte_code_offset;
+};
+
+struct shader_handler_context
+{
+ D3D_FEATURE_LEVEL feature_level;
+ struct wined3d_shader_desc *desc;
+};
+
+static HRESULT shdr_handler(const char *data, DWORD data_size, DWORD tag, void *context)
+{
+ const struct shader_handler_context *ctx = context;
+ struct wined3d_shader_desc *desc = ctx->desc;
HRESULT hr;
switch (tag)
{
case TAG_ISGN:
+ if (ctx->feature_level <= D3D_FEATURE_LEVEL_9_3)
+ {
+ TRACE("Skipping shader input signature on feature level %#x.\n", ctx->feature_level);
+ break;
+ }
if (FAILED(hr = shader_parse_signature(data, data_size, &desc->input_signature)))
return hr;
break;
case TAG_OSGN:
+ if (ctx->feature_level <= D3D_FEATURE_LEVEL_9_3)
+ {
+ TRACE("Skipping shader output signature on feature level %#x.\n", ctx->feature_level);
+ break;
+ }
if (FAILED(hr = shader_parse_signature(data, data_size, &desc->output_signature)))
return hr;
break;
case TAG_SHDR:
case TAG_SHEX:
+ if (ctx->feature_level <= D3D_FEATURE_LEVEL_9_3)
+ {
+ TRACE("Skipping SM4+ shader code on feature level %#x.\n", ctx->feature_level);
+ break;
+ }
if (desc->byte_code)
- FIXME("Multiple SHDR/SHEX chunks.\n");
+ FIXME("Multiple shader code chunks.\n");
desc->byte_code = (const DWORD *)data;
break;
+ case TAG_AON9:
+ if (ctx->feature_level <= D3D_FEATURE_LEVEL_9_3)
+ {
+ const struct aon9_header *header = (const struct aon9_header *)data;
+ unsigned int unknown_dword_count;
+ const char *byte_code;
+
+ if (data_size < sizeof(*header))
+ {
+ WARN("Invalid Aon9 data size %#x.\n", data_size);
+ return E_FAIL;
+ }
+ byte_code = data + header->byte_code_offset;
+ unknown_dword_count = (header->byte_code_offset - sizeof(*header)) / sizeof(DWORD);
+
+ if (data_size - 2 * sizeof(DWORD) < header->byte_code_offset)
+ {
+ WARN("Invalid byte code offset %#x (size %#x).\n", header->byte_code_offset, data_size);
+ return E_FAIL;
+ }
+ FIXME("Skipping %u unknown DWORDs.\n", unknown_dword_count);
+
+ if (desc->byte_code)
+ FIXME("Multiple shader code chunks.\n");
+ desc->byte_code = (const DWORD *)byte_code;
+ TRACE("Feature level 9 shader version 0%08x, 0%08x.\n", header->shader_version, *desc->byte_code);
+ }
+ else
+ {
+ TRACE("Skipping feature level 9 shader code on feature level %#x.\n", ctx->feature_level);
+ break;
+ }
+ break;
+
default:
- FIXME("Unhandled chunk %s\n", debugstr_an((const char *)&tag, 4));
+ FIXME("Unhandled chunk %s.\n", debugstr_an((const char *)&tag, 4));
break;
}
return S_OK;
}
-static HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, struct wined3d_shader_desc *desc)
+static HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, struct wined3d_shader_desc *desc,
+ D3D_FEATURE_LEVEL feature_level)
{
+ struct shader_handler_context ctx = {feature_level, desc};
HRESULT hr;
desc->byte_code = NULL;
memset(&desc->input_signature, 0, sizeof(desc->input_signature));
memset(&desc->output_signature, 0, sizeof(desc->output_signature));
- hr = parse_dxbc(dxbc, dxbc_length, shdr_handler, desc);
+ hr = parse_dxbc(dxbc, dxbc_length, shdr_handler, &ctx);
if (!desc->byte_code)
hr = E_INVALIDARG;
@@ -431,7 +497,7 @@ static HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d
wined3d_mutex_lock();
wined3d_private_store_init(&shader->private_store);
- if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc)))
+ if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level)))
{
WARN("Failed to extract shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
@@ -637,7 +703,7 @@ static HRESULT d3d11_hull_shader_init(struct d3d11_hull_shader *shader, struct d
wined3d_mutex_lock();
wined3d_private_store_init(&shader->private_store);
- if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc)))
+ if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level)))
{
WARN("Failed to extract shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
@@ -824,7 +890,7 @@ static HRESULT d3d11_domain_shader_init(struct d3d11_domain_shader *shader, stru
wined3d_mutex_lock();
wined3d_private_store_init(&shader->private_store);
- if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc)))
+ if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level)))
{
WARN("Failed to extract shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
@@ -1115,7 +1181,7 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader, stru
wined3d_mutex_lock();
wined3d_private_store_init(&shader->private_store);
- if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc)))
+ if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level)))
{
WARN("Failed to extract shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
@@ -1432,7 +1498,7 @@ static HRESULT d3d_pixel_shader_init(struct d3d_pixel_shader *shader, struct d3d
wined3d_mutex_lock();
wined3d_private_store_init(&shader->private_store);
- if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc)))
+ if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level)))
{
WARN("Failed to extract shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
@@ -1636,7 +1702,7 @@ static HRESULT d3d11_compute_shader_init(struct d3d11_compute_shader *shader, st
wined3d_mutex_lock();
wined3d_private_store_init(&shader->private_store);
- if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc)))
+ if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level)))
{
WARN("Failed to extract shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 05f7917..07a3066 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -3717,7 +3717,6 @@ static void test_create_shader(void)
for (i = 0; i < sizeof(d3d11_feature_levels) / sizeof(*d3d11_feature_levels); ++i)
{
D3D_FEATURE_LEVEL feature_level = d3d11_feature_levels[i];
- BOOL todo = feature_level <= D3D_FEATURE_LEVEL_9_3;
struct device_desc device_desc;
device_desc.feature_level = &feature_level;
@@ -3730,20 +3729,17 @@ static void test_create_shader(void)
/* level_9 shaders */
hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_0, sizeof(ps_4_0_level_9_0), NULL, &ps);
- todo_wine_if(todo)
- ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_0 shader, hr %#x, feature level %#x.\n", hr, feature_level);
+ ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_0 shader, hr %#x, feature level %#x.\n", hr, feature_level);
if (SUCCEEDED(hr))
ID3D11PixelShader_Release(ps);
hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_1, sizeof(ps_4_0_level_9_1), NULL, &ps);
- todo_wine_if(todo)
- ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_1 shader, hr %#x, feature level %#x.\n", hr, feature_level);
+ ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_1 shader, hr %#x, feature level %#x.\n", hr, feature_level);
if (SUCCEEDED(hr))
ID3D11PixelShader_Release(ps);
hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_3, sizeof(ps_4_0_level_9_3), NULL, &ps);
- todo_wine_if(todo)
- ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_3 shader, hr %#x, feature level %#x.\n", hr, feature_level);
+ ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_3 shader, hr %#x, feature level %#x.\n", hr, feature_level);
if (SUCCEEDED(hr))
ID3D11PixelShader_Release(ps);
--
2.7.3
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