[v2 PATCH 3/5] d3d10/effect: Discard some of the shader metadata when optimizing an effect.

Nikolay Sivov nsivov at codeweavers.com
Mon Aug 30 00:06:38 CDT 2021


Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
---
 dlls/d3d10/effect.c       | 26 ++++++++++++++++++++++++--
 dlls/d3d10/tests/effect.c |  4 +---
 2 files changed, 25 insertions(+), 5 deletions(-)

diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index a74dad3763d..113125e9cbd 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -3225,9 +3225,31 @@ static struct ID3D10EffectTechnique * STDMETHODCALLTYPE d3d10_effect_GetTechniqu
 
 static HRESULT STDMETHODCALLTYPE d3d10_effect_Optimize(ID3D10Effect *iface)
 {
-    FIXME("iface %p stub!\n", iface);
+    struct d3d10_effect *effect = impl_from_ID3D10Effect(iface);
+    struct d3d10_effect_variable *v;
+    unsigned int i;
 
-    return E_NOTIMPL;
+    FIXME("iface %p semi-stub!\n", iface);
+
+    for (i = 0; i < effect->used_shader_count; ++i)
+    {
+        v = effect->used_shaders[i];
+
+        if (v->u.shader.reflection)
+        {
+            v->u.shader.reflection->lpVtbl->Release(v->u.shader.reflection);
+            v->u.shader.reflection = NULL;
+        }
+        if (v->u.shader.bytecode)
+        {
+            ID3D10Blob_Release(v->u.shader.bytecode);
+            v->u.shader.bytecode = NULL;
+        }
+        heap_free(v->u.shader.stream_output_declaration);
+        v->u.shader.stream_output_declaration = NULL;
+    }
+
+    return S_OK;
 }
 
 static BOOL STDMETHODCALLTYPE d3d10_effect_IsOptimized(ID3D10Effect *iface)
diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c
index 4eb2e5876de..c1d3fcfbcc9 100644
--- a/dlls/d3d10/tests/effect.c
+++ b/dlls/d3d10/tests/effect.c
@@ -5894,20 +5894,18 @@ static void test_effect_optimize(void)
     ok(!!shaderdesc.NumOutputSignatureEntries, "Unexpected output signature count.\n");
 
     hr = effect->lpVtbl->Optimize(effect);
-todo_wine
     ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
 
     hr = gs->lpVtbl->GetShaderDesc(gs, 0, &shaderdesc);
     ok(hr == S_OK, "Failed to get shader description, hr %#x.\n", hr);
     ok(!!shaderdesc.pInputSignature, "Expected input signature.\n");
     ok(!shaderdesc.IsInline, "Unexpected inline flag.\n");
-todo_wine {
     ok(!shaderdesc.pBytecode, "Unexpected bytecode.\n");
     ok(!shaderdesc.BytecodeLength, "Unexpected bytecode length.\n");
     ok(!shaderdesc.SODecl, "Unexpected stream output declaration %p.\n", shaderdesc.SODecl);
     ok(!shaderdesc.NumInputSignatureEntries, "Unexpected input signature count.\n");
     ok(!shaderdesc.NumOutputSignatureEntries, "Unexpected output signature count.\n");
-}
+
     effect->lpVtbl->Release(effect);
 
     refcount = ID3D10Device_Release(device);
-- 
2.33.0




More information about the wine-devel mailing list