[PATCH 1/5] d3d10/effect: Use shader reflection to return output signature description.
Nikolay Sivov
nsivov at codeweavers.com
Mon Aug 23 03:23:03 CDT 2021
Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
---
dlls/d3d10/d3d10_private.h | 2 +-
dlls/d3d10/effect.c | 54 ++++++++------------------------------
dlls/d3d10/tests/effect.c | 37 +++++++++++++++++++++++++-
3 files changed, 48 insertions(+), 45 deletions(-)
diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h
index 249d4ea384a..359c1f017f7 100644
--- a/dlls/d3d10/d3d10_private.h
+++ b/dlls/d3d10/d3d10_private.h
@@ -106,7 +106,7 @@ struct d3d10_effect_shader_signature
struct d3d10_effect_shader_variable
{
struct d3d10_effect_shader_signature input_signature;
- struct d3d10_effect_shader_signature output_signature;
+ ID3D10ShaderReflection *reflection;
union
{
ID3D10VertexShader *vs;
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index 520f816098f..3f0916e60d5 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -599,16 +599,12 @@ 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;
+ struct d3d10_effect_shader_signature *sig = &s->input_signature;
char *ptr;
- if (tag == TAG_ISGN) sig = &s->input_signature;
- else sig = &s->output_signature;
-
if (!(sig->signature = heap_alloc_zero(size)))
{
ERR("Failed to allocate input signature data\n");
@@ -666,28 +662,22 @@ static HRESULT get_fx10_shader_resources(struct d3d10_effect_variable *v, const
struct d3d10_effect_shader_variable *sv = &v->u.shader;
struct d3d10_effect_shader_resource *sr;
D3D10_SHADER_INPUT_BIND_DESC bind_desc;
- ID3D10ShaderReflection *reflection;
struct d3d10_effect_variable *var;
D3D10_SHADER_DESC desc;
unsigned int i, y;
- HRESULT hr;
-
- if (FAILED(hr = D3D10ReflectShader(data, data_size, &reflection)))
- return hr;
- reflection->lpVtbl->GetDesc(reflection, &desc);
+ sv->reflection->lpVtbl->GetDesc(sv->reflection, &desc);
sv->resource_count = desc.BoundResources;
if (!(sv->resources = heap_calloc(sv->resource_count, sizeof(*sv->resources))))
{
ERR("Failed to allocate shader resource binding information memory.\n");
- reflection->lpVtbl->Release(reflection);
return E_OUTOFMEMORY;
}
for (i = 0; i < desc.BoundResources; ++i)
{
- reflection->lpVtbl->GetResourceBindingDesc(reflection, i, &bind_desc);
+ sv->reflection->lpVtbl->GetResourceBindingDesc(sv->reflection, i, &bind_desc);
sr = &sv->resources[i];
sr->in_type = bind_desc.Type;
@@ -731,7 +721,6 @@ static HRESULT get_fx10_shader_resources(struct d3d10_effect_variable *v, const
if (!sr->variable)
{
WARN("Failed to find shader resource.\n");
- reflection->lpVtbl->Release(reflection);
return E_FAIL;
}
}
@@ -774,6 +763,9 @@ 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;
+ if (FAILED(hr = D3D10ReflectShader(ptr, dxbc_size, &v->u.shader.reflection)))
+ return hr;
+
if (FAILED(hr = get_fx10_shader_resources(v, ptr, dxbc_size)))
return hr;
@@ -2747,8 +2739,9 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
static void d3d10_effect_shader_variable_destroy(struct d3d10_effect_shader_variable *s,
D3D10_SHADER_VARIABLE_TYPE type)
{
+ if (s->reflection)
+ s->reflection->lpVtbl->Release(s->reflection);
shader_free_signature(&s->input_signature);
- shader_free_signature(&s->output_signature);
switch (type)
{
@@ -7068,7 +7061,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetOutputSignature
{
struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(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);
@@ -7087,35 +7079,11 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetOutputSignature
}
s = &v->effect->used_shaders[shader_index]->u.shader;
- 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;
+ if (!s->reflection)
+ return D3DERR_INVALIDCALL;
- return S_OK;
+ return s->reflection->lpVtbl->GetOutputParameterDesc(s->reflection, element_index, desc);
}
diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c
index 9a217993e7e..df0d1a99ef4 100644
--- a/dlls/d3d10/tests/effect.c
+++ b/dlls/d3d10/tests/effect.c
@@ -23,6 +23,8 @@
#include <float.h>
+#define D3DERR_INVALIDCALL 0x8876086c
+
static ID3D10Device *create_device(void)
{
ID3D10Device *device;
@@ -2796,8 +2798,9 @@ static void test_effect_local_shader(void)
D3D10_EFFECT_TYPE_DESC typedesc;
D3D10_EFFECT_DESC effect_desc;
ID3D10EffectShaderVariable *null_shader, *null_anon_vs, *null_anon_ps, *null_anon_gs,
- *p3_anon_vs, *p3_anon_ps, *p3_anon_gs, *p6_vs, *p6_ps, *p6_gs, *gs;
+ *p3_anon_vs, *p3_anon_ps, *p3_anon_gs, *p6_vs, *p6_ps, *p6_gs, *gs, *ps, *vs;
D3D10_EFFECT_SHADER_DESC shaderdesc;
+ D3D10_SIGNATURE_PARAMETER_DESC sign;
ID3D10Device *device;
ULONG refcount;
@@ -3648,6 +3651,38 @@ todo_wine
shaderdesc.SODecl);
}
+ /* Output signature description */
+ v = effect->lpVtbl->GetVariableByName(effect, "p");
+ ps = v->lpVtbl->AsShader(v);
+
+ hr = ps->lpVtbl->GetOutputSignatureElementDesc(ps, 0, 0, &sign);
+todo_wine
+ ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
+ if (SUCCEEDED(hr))
+ ok(!strcmp(sign.SemanticName, "SV_Target"), "Unexpected semantic %s.\n", sign.SemanticName);
+
+ v = effect->lpVtbl->GetVariableByName(effect, "v");
+ vs = v->lpVtbl->AsShader(v);
+
+ hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 0, 0, &sign);
+todo_wine
+ ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
+ if (SUCCEEDED(hr))
+ ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
+
+ hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 1, 0, &sign);
+todo_wine
+ ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
+ if (SUCCEEDED(hr))
+ ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
+
+ /* NULL shader variable */
+ v = effect->lpVtbl->GetVariableByName(effect, "v0");
+ vs = v->lpVtbl->AsShader(v);
+
+ hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 0, 0, &sign);
+ ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+
effect->lpVtbl->Release(effect);
refcount = ID3D10Device_Release(device);
--
2.32.0
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