d3d10: Store the shader's input signature.
Henri Verbeet
hverbeet at codeweavers.com
Tue Mar 3 02:03:46 CST 2009
---
dlls/d3d10/d3d10_private.h | 7 +++
dlls/d3d10/effect.c | 99 +++++++++++++++++++++++++++++++++++++++++++-
2 files changed, 105 insertions(+), 1 deletions(-)
diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h
index 956d5ae..01fa69c 100644
--- a/dlls/d3d10/d3d10_private.h
+++ b/dlls/d3d10/d3d10_private.h
@@ -42,6 +42,13 @@ struct d3d10_effect_variable
{
enum d3d10_effect_variable_type type;
DWORD idx_offset;
+ void *data;
+};
+
+struct d3d10_effect_shader_variable
+{
+ char *input_signature;
+ UINT input_signature_size;
};
/* ID3D10EffectPass */
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index ebfa1da..cc02d1d 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -29,6 +29,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
((DWORD)(ch2) << 16) | ((DWORD)(ch3) << 24 ))
#define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C')
#define TAG_FX10 MAKE_TAG('F', 'X', '1', '0')
+#define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N')
static const struct ID3D10EffectTechniqueVtbl d3d10_effect_technique_vtbl;
static const struct ID3D10EffectPassVtbl d3d10_effect_pass_vtbl;
@@ -52,6 +53,18 @@ static inline void skip_dword_unknown(const char **ptr, unsigned int count)
}
}
+static inline void write_dword(char **ptr, DWORD d)
+{
+ memcpy(*ptr, &d, sizeof(d));
+ *ptr += sizeof(d);
+}
+
+static inline void write_dword_unknown(char **ptr, DWORD d)
+{
+ FIXME("Writing unknown DWORD 0x%08x\n", d);
+ write_dword(ptr, d);
+}
+
static inline void read_tag(const char **ptr, DWORD *t, char t_str[5])
{
read_dword(ptr, t);
@@ -179,6 +192,8 @@ static HRESULT parse_fx10_technique_index(struct d3d10_effect_technique *t, cons
static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
{
+ struct d3d10_effect_variable *v = ctx;
+ struct d3d10_effect_shader_variable *s = v->data;
char tag_str[5];
memcpy(tag_str, &tag, 4);
@@ -189,6 +204,49 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag
switch(tag)
{
+ case TAG_ISGN:
+ {
+ /* 32 (DXBC header) + 1 * 4 (chunk index) + 2 * 4 (chunk header) + data_size (chunk data) */
+ UINT size = 44 + data_size;
+ char *ptr;
+
+ s->input_signature = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size);
+ if (!s->input_signature)
+ {
+ ERR("Failed to allocate input signature data\n");
+ return E_OUTOFMEMORY;
+ }
+ s->input_signature_size = size;
+
+ ptr = s->input_signature;
+
+ write_dword(&ptr, TAG_DXBC);
+
+ /* signature(?) */
+ write_dword_unknown(&ptr, 0);
+ write_dword_unknown(&ptr, 0);
+ write_dword_unknown(&ptr, 0);
+ write_dword_unknown(&ptr, 0);
+
+ /* seems to be always 1 */
+ write_dword_unknown(&ptr, 1);
+
+ /* DXBC size */
+ write_dword(&ptr, size);
+
+ /* chunk count */
+ write_dword(&ptr, 1);
+
+ /* chunk index */
+ write_dword(&ptr, (ptr - s->input_signature) + 4);
+
+ /* chunk */
+ write_dword(&ptr, TAG_ISGN);
+ write_dword(&ptr, data_size);
+ memcpy(ptr, data, data_size);
+ break;
+ }
+
default:
FIXME("Unhandled chunk %s\n", tag_str);
break;
@@ -202,6 +260,13 @@ static HRESULT parse_shader(struct d3d10_effect_variable *v, const char *data)
const char *ptr = data;
DWORD dxbc_size;
+ v->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct d3d10_effect_shader_variable));
+ if (!v->data)
+ {
+ ERR("Failed to allocate shader variable memory\n");
+ return E_OUTOFMEMORY;
+ }
+
read_dword(&ptr, &dxbc_size);
TRACE("dxbc size: %#x\n", dxbc_size);
@@ -424,14 +489,46 @@ HRESULT d3d10_effect_parse(struct d3d10_effect *This, const void *data, SIZE_T d
return parse_dxbc(data, data_size, fx10_chunk_handler, This);
}
+static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
+{
+ TRACE("variable %p\n", v);
+
+ if (!v->data) return;
+
+ switch(v->type)
+ {
+ case D3D10_EVT_VERTEXSHADER:
+ case D3D10_EVT_PIXELSHADER:
+ case D3D10_EVT_GEOMETRYSHADER:
+ HeapFree(GetProcessHeap(), 0, ((struct d3d10_effect_shader_variable *)v->data)->input_signature);
+ break;
+
+ default:
+ break;
+ }
+ HeapFree(GetProcessHeap(), 0, v->data);
+}
+
static void d3d10_effect_pass_destroy(struct d3d10_effect_pass *p)
{
+ TRACE("pass %p\n", p);
+
HeapFree(GetProcessHeap(), 0, p->name);
- HeapFree(GetProcessHeap(), 0, p->variables);
+ if (p->variables)
+ {
+ unsigned int i;
+ for (i = 0; i < p->variable_count; ++i)
+ {
+ d3d10_effect_variable_destroy(&p->variables[i]);
+ }
+ HeapFree(GetProcessHeap(), 0, p->variables);
+ }
}
static void d3d10_effect_technique_destroy(struct d3d10_effect_technique *t)
{
+ TRACE("technique %p\n", t);
+
HeapFree(GetProcessHeap(), 0, t->name);
if (t->passes)
{
--
1.6.0.6
--------------060409010400080506090808--
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