[PATCH 1/4] d3d10: Get resources used by effect shaders.
Connor McAdams
conmanx360 at gmail.com
Sat Mar 21 13:30:14 CDT 2020
Signed-off-by: Connor McAdams <conmanx360 at gmail.com>
---
dlls/d3d10/d3d10_private.h | 12 ++++++
dlls/d3d10/effect.c | 87 ++++++++++++++++++++++++++++++++++++++
2 files changed, 99 insertions(+)
diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h
index e02ea376bb..21fae15505 100644
--- a/dlls/d3d10/d3d10_private.h
+++ b/dlls/d3d10/d3d10_private.h
@@ -81,6 +81,15 @@ struct d3d10_effect_object
} object;
};
+struct d3d10_effect_shader_resource
+{
+ D3D10_SHADER_INPUT_TYPE in_type;
+ UINT bind_point;
+ UINT bind_count;
+
+ struct d3d10_effect_variable *resource_variable;
+};
+
struct d3d10_effect_shader_signature
{
char *signature;
@@ -99,6 +108,9 @@ struct d3d10_effect_shader_variable
ID3D10PixelShader *ps;
ID3D10GeometryShader *gs;
} shader;
+
+ UINT resource_count;
+ struct d3d10_effect_shader_resource *shader_resource;
};
struct d3d10_effect_state_object_variable
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index f620191955..580b6079cf 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -656,6 +656,87 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag
return S_OK;
}
+static HRESULT get_fx10_shader_resources(struct d3d10_effect_variable *v, const void *data, size_t data_size)
+{
+ struct d3d10_effect_shader_variable *sv = &v->u.shader;
+ struct d3d10_effect_shader_resource *sr;
+ D3D10_SHADER_INPUT_BIND_DESC rsrc_desc;
+ struct d3d10_effect_variable *var;
+ ID3D10ShaderReflection *reflector;
+ D3D10_SHADER_DESC desc;
+ unsigned int i, y;
+ HRESULT hr;
+
+ hr = D3D10ReflectShader(data, data_size, &reflector);
+ if (FAILED(hr)) return hr;
+
+ reflector->lpVtbl->GetDesc(reflector, &desc);
+ sv->resource_count = desc.BoundResources;
+
+ if (!(sv->shader_resource = heap_calloc(sv->resource_count, sizeof(*sv->shader_resource))))
+ {
+ ERR("Failed to allocate shader resource binding information memory.\n");
+ hr = E_OUTOFMEMORY;
+ goto exit;
+ }
+
+ for (i = 0; i < desc.BoundResources; ++i)
+ {
+ reflector->lpVtbl->GetResourceBindingDesc(reflector, i, &rsrc_desc);
+ sr = &sv->shader_resource[i];
+
+ sr->in_type = rsrc_desc.Type;
+ sr->bind_point = rsrc_desc.BindPoint;
+ sr->bind_count = rsrc_desc.BindCount;
+
+ switch (rsrc_desc.Type)
+ {
+ case D3D10_SIT_CBUFFER:
+ case D3D10_SIT_TBUFFER:
+ for (y = 0; y < v->effect->local_buffer_count; ++y)
+ {
+ var = &v->effect->local_buffers[y];
+
+ if (!strcmp(rsrc_desc.Name, var->name))
+ {
+ sr->resource_variable = var;
+ break;
+ }
+ }
+ break;
+
+ case D3D10_SIT_SAMPLER:
+ case D3D10_SIT_TEXTURE:
+ for (y = 0; y < v->effect->local_variable_count; ++y)
+ {
+ var = &v->effect->local_variables[y];
+
+ if (!strcmp(rsrc_desc.Name, var->name))
+ {
+ sr->resource_variable = var;
+ break;
+ }
+ }
+ break;
+
+ default:
+ break;
+ }
+
+ if (!sr->resource_variable)
+ {
+ ERR("Failed to find shader resource.\n");
+ hr = E_FAIL;
+ goto exit;
+ }
+ }
+
+exit:
+ reflector->lpVtbl->Release(reflector);
+
+ return hr;
+}
+
static HRESULT parse_fx10_shader(const char *data, size_t data_size, DWORD offset, struct d3d10_effect_variable *v)
{
ID3D10Device *device = v->effect->device;
@@ -691,6 +772,9 @@ static HRESULT parse_fx10_shader(const char *data, size_t data_size, DWORD offse
/* We got a shader VertexShader vs = NULL, so it is fine to skip this. */
if (!dxbc_size) return S_OK;
+ hr = get_fx10_shader_resources(v, (const void *)ptr, dxbc_size);
+ if (FAILED(hr)) return hr;
+
switch (v->type->basetype)
{
case D3D10_SVT_VERTEXSHADER:
@@ -2623,6 +2707,9 @@ static void d3d10_effect_shader_variable_destroy(struct d3d10_effect_shader_vari
FIXME("Unhandled shader type %s.\n", debug_d3d10_shader_variable_type(type));
break;
}
+
+ if (s->resource_count)
+ heap_free(s->shader_resource);
}
static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
--
2.20.1
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