[PATCH 2/3] d3d11: Pass full DXBC to wined3d.

Józef Kucia jkucia at codeweavers.com
Fri Oct 5 07:10:18 CDT 2018


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d11/shader.c | 264 ++++++++++------------------------------------------
 1 file changed, 49 insertions(+), 215 deletions(-)

diff --git a/dlls/d3d11/shader.c b/dlls/d3d11/shader.c
index a1da9effc2b8..4b4969135387 100644
--- a/dlls/d3d11/shader.c
+++ b/dlls/d3d11/shader.c
@@ -24,156 +24,19 @@
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d11);
 
-struct aon9_header
+static HRESULT osgn_handler(const char *data, DWORD data_size, DWORD tag, void *context)
 {
-    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 (desc->input_signature.elements)
-            {
-                FIXME("Multiple input signatures.\n");
-                break;
-            }
-            if (FAILED(hr = shader_parse_signature(tag, data, data_size, &desc->input_signature)))
-                return hr;
-            break;
-
-        case TAG_OSGN:
-        case TAG_OSG5:
-            if (ctx->feature_level <= D3D_FEATURE_LEVEL_9_3)
-            {
-                TRACE("Skipping shader output signature on feature level %#x.\n", ctx->feature_level);
-                break;
-            }
-            if (desc->output_signature.elements)
-            {
-                FIXME("Multiple output signatures.\n");
-                break;
-            }
-            if (FAILED(hr = shader_parse_signature(tag, data, data_size, &desc->output_signature)))
-                return hr;
-            break;
-
-        case TAG_PCSG:
-            if (desc->patch_constant_signature.elements)
-            {
-                FIXME("Multiple patch constant signatures.\n");
-                break;
-            }
-            if (FAILED(hr = shader_parse_signature(tag, data, data_size, &desc->patch_constant_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 shader code chunks.\n");
-            desc->byte_code = (const DWORD *)data;
-            desc->byte_code_size = data_size;
-            desc->format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM4;
-            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;
-                desc->byte_code_size = data_size - header->byte_code_offset;
-                desc->format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1;
-                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;
-
-        default:
-            TRACE("Skipping chunk %s.\n", debugstr_an((const char *)&tag, 4));
-            break;
-    }
-
-    return S_OK;
-}
-
-static void free_shader_desc(struct wined3d_shader_desc *desc)
-{
-    shader_free_signature(&desc->input_signature);
-    shader_free_signature(&desc->output_signature);
-    shader_free_signature(&desc->patch_constant_signature);
-}
-
-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;
-    desc->byte_code_size = 0;
-    memset(&desc->input_signature, 0, sizeof(desc->input_signature));
-    memset(&desc->output_signature, 0, sizeof(desc->output_signature));
-    memset(&desc->patch_constant_signature, 0, sizeof(desc->patch_constant_signature));
+    struct wined3d_shader_signature *signature = context;
 
-    hr = parse_dxbc(dxbc, dxbc_length, shdr_handler, &ctx);
-    if (!desc->byte_code)
-        hr = E_INVALIDARG;
+    if (tag != TAG_OSGN && tag != TAG_OSG5)
+        return S_OK;
 
-    if (FAILED(hr))
+    if (signature->elements)
     {
-        FIXME("Failed to parse shader, hr %#x.\n", hr);
-        free_shader_desc(desc);
+        FIXME("Multiple input signatures.\n");
+        shader_free_signature(signature);
     }
-
-    return hr;
+    return shader_parse_signature(tag, data, data_size, signature);
 }
 
 static const char *shader_get_string(const char *data, size_t data_size, DWORD offset)
@@ -529,18 +392,11 @@ 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, device->feature_level)))
-    {
-        WARN("Failed to extract shader, hr %#x.\n", hr);
-        wined3d_private_store_cleanup(&shader->private_store);
-        wined3d_mutex_unlock();
-        return hr;
-    }
-
-    hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader,
-            &d3d_vertex_shader_wined3d_parent_ops, &shader->wined3d_shader);
-    free_shader_desc(&desc);
-    if (FAILED(hr))
+    desc.byte_code = byte_code;
+    desc.byte_code_size = byte_code_length;
+    desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
+    if (FAILED(hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader,
+            &d3d_vertex_shader_wined3d_parent_ops, &shader->wined3d_shader)))
     {
         WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
         wined3d_private_store_cleanup(&shader->private_store);
@@ -740,18 +596,11 @@ 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, device->feature_level)))
-    {
-        WARN("Failed to extract shader, hr %#x.\n", hr);
-        wined3d_private_store_cleanup(&shader->private_store);
-        wined3d_mutex_unlock();
-        return hr;
-    }
-
-    hr = wined3d_shader_create_hs(device->wined3d_device, &desc, shader,
-            &d3d11_hull_shader_wined3d_parent_ops, &shader->wined3d_shader);
-    free_shader_desc(&desc);
-    if (FAILED(hr))
+    desc.byte_code = byte_code;
+    desc.byte_code_size = byte_code_length;
+    desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
+    if (FAILED(hr = wined3d_shader_create_hs(device->wined3d_device, &desc, shader,
+            &d3d11_hull_shader_wined3d_parent_ops, &shader->wined3d_shader)))
     {
         WARN("Failed to create wined3d hull shader, hr %#x.\n", hr);
         wined3d_private_store_cleanup(&shader->private_store);
@@ -941,18 +790,11 @@ 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, device->feature_level)))
-    {
-        WARN("Failed to extract shader, hr %#x.\n", hr);
-        wined3d_private_store_cleanup(&shader->private_store);
-        wined3d_mutex_unlock();
-        return hr;
-    }
-
-    hr = wined3d_shader_create_ds(device->wined3d_device, &desc, shader,
-            &d3d11_domain_shader_wined3d_parent_ops, &shader->wined3d_shader);
-    free_shader_desc(&desc);
-    if (FAILED(hr))
+    desc.byte_code = byte_code;
+    desc.byte_code_size = byte_code_length;
+    desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
+    if (FAILED(hr = wined3d_shader_create_ds(device->wined3d_device, &desc, shader,
+            &d3d11_domain_shader_wined3d_parent_ops, &shader->wined3d_shader)))
     {
         WARN("Failed to create wined3d domain shader, hr %#x.\n", hr);
         wined3d_private_store_cleanup(&shader->private_store);
@@ -1412,6 +1254,7 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader,
         unsigned int rasterizer_stream)
 {
     struct wined3d_stream_output_desc so_desc;
+    struct wined3d_shader_signature signature;
     struct wined3d_shader_desc desc;
     unsigned int i;
     HRESULT hr;
@@ -1448,11 +1291,9 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader,
         }
     }
 
-    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);
-        return hr;
-    }
+    desc.byte_code = byte_code;
+    desc.byte_code_size = byte_code_length;
+    desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
 
     memset(&so_desc, 0, sizeof(so_desc));
     if (so_entries)
@@ -1466,15 +1307,23 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader,
         if (!(so_desc.elements = heap_calloc(so_entry_count, sizeof(*so_desc.elements))))
         {
             ERR("Failed to allocate wined3d stream output element array memory.\n");
-            free_shader_desc(&desc);
             return E_OUTOFMEMORY;
         }
-        if (FAILED(hr = wined3d_so_elements_from_d3d11_so_entries(so_desc.elements,
+
+        memset(&signature, 0, sizeof(signature));
+        if (FAILED(hr = parse_dxbc(byte_code, byte_code_length, osgn_handler, &signature)))
+        {
+            ERR("Failed to parse input signature.\n");
+            heap_free(so_desc.elements);
+            return E_FAIL;
+        }
+        hr = wined3d_so_elements_from_d3d11_so_entries(so_desc.elements,
                 so_entries, so_entry_count, buffer_strides, buffer_stride_count,
-                &desc.output_signature, device->feature_level)))
+                &signature, device->feature_level);
+        shader_free_signature(&signature);
+        if (FAILED(hr))
         {
             heap_free(so_desc.elements);
-            free_shader_desc(&desc);
             return hr;
         }
     }
@@ -1488,7 +1337,6 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader,
     hr = wined3d_shader_create_gs(device->wined3d_device, &desc, so_entries ? &so_desc : NULL,
             shader, &d3d_geometry_shader_wined3d_parent_ops, &shader->wined3d_shader);
     heap_free(so_desc.elements);
-    free_shader_desc(&desc);
     if (FAILED(hr))
     {
         WARN("Failed to create wined3d geometry shader, hr %#x.\n", hr);
@@ -1795,18 +1643,11 @@ 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, device->feature_level)))
-    {
-        WARN("Failed to extract shader, hr %#x.\n", hr);
-        wined3d_private_store_cleanup(&shader->private_store);
-        wined3d_mutex_unlock();
-        return hr;
-    }
-
-    hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader,
-            &d3d_pixel_shader_wined3d_parent_ops, &shader->wined3d_shader);
-    free_shader_desc(&desc);
-    if (FAILED(hr))
+    desc.byte_code = byte_code;
+    desc.byte_code_size = byte_code_length;
+    desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
+    if (FAILED(hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader,
+            &d3d_pixel_shader_wined3d_parent_ops, &shader->wined3d_shader)))
     {
         WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
         wined3d_private_store_cleanup(&shader->private_store);
@@ -2004,18 +1845,11 @@ 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, device->feature_level)))
-    {
-        WARN("Failed to extract shader, hr %#x.\n", hr);
-        wined3d_private_store_cleanup(&shader->private_store);
-        wined3d_mutex_unlock();
-        return hr;
-    }
-
-    hr = wined3d_shader_create_cs(device->wined3d_device, &desc, shader,
-            &d3d11_compute_shader_wined3d_parent_ops, &shader->wined3d_shader);
-    free_shader_desc(&desc);
-    if (FAILED(hr))
+    desc.byte_code = byte_code;
+    desc.byte_code_size = byte_code_length;
+    desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
+    if (FAILED(hr = wined3d_shader_create_cs(device->wined3d_device, &desc, shader,
+            &d3d11_compute_shader_wined3d_parent_ops, &shader->wined3d_shader)))
     {
         WARN("Failed to create wined3d compute shader, hr %#x.\n", hr);
         wined3d_private_store_cleanup(&shader->private_store);
-- 
2.16.4




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