[PATCH] d3dx9_36: Implement D3DXGetShaderInputSemantics + tests.

Christian Costa titan.costa at gmail.com
Tue Jun 11 15:08:44 CDT 2013


Fixes bug 22682.
---
 dlls/d3dx9_36/d3dx9_36.spec  |    2 +-
 dlls/d3dx9_36/shader.c       |   50 ++++++++++++++++++++++++++++++++++++++
 dlls/d3dx9_36/tests/shader.c |   55 ++++++++++++++++++++++++++++++++++++++++++
 include/d3dx9shader.h        |    1 +
 4 files changed, 107 insertions(+), 1 deletion(-)

diff --git a/dlls/d3dx9_36/d3dx9_36.spec b/dlls/d3dx9_36/d3dx9_36.spec
index f2c229a..0f1387e 100644
--- a/dlls/d3dx9_36/d3dx9_36.spec
+++ b/dlls/d3dx9_36/d3dx9_36.spec
@@ -159,7 +159,7 @@
 @ stdcall D3DXGetPixelShaderProfile(ptr)
 @ stdcall D3DXGetShaderConstantTable(ptr ptr)
 @ stdcall D3DXGetShaderConstantTableEx(ptr long ptr)
-@ stub D3DXGetShaderInputSemantics(ptr ptr ptr)
+@ stdcall D3DXGetShaderInputSemantics(ptr ptr ptr)
 @ stub D3DXGetShaderOutputSemantics(ptr ptr ptr)
 @ stdcall D3DXGetShaderSamplers(ptr ptr ptr)
 @ stdcall D3DXGetShaderSize(ptr)
diff --git a/dlls/d3dx9_36/shader.c b/dlls/d3dx9_36/shader.c
index 75bc9b5..3b71b4b 100644
--- a/dlls/d3dx9_36/shader.c
+++ b/dlls/d3dx9_36/shader.c
@@ -1,6 +1,7 @@
 /*
  * Copyright 2008 Luis Busquets
  * Copyright 2009 Matteo Bruni
+ * Copyright 2010, 2013 Christian Costa
  * Copyright 2011 Travis Athougies
  *
  * This library is free software; you can redistribute it and/or
@@ -1778,3 +1779,52 @@ HRESULT WINAPI D3DXGetShaderSamplers(const DWORD *byte_code, const char **sample
 
     return D3D_OK;
 }
+
+HRESULT WINAPI D3DXGetShaderInputSemantics(const DWORD *byte_code, D3DXSEMANTIC *semantics, UINT *count)
+{
+    const DWORD *ptr = byte_code;
+    UINT i = 0;
+
+    TRACE("byte_code = %p, semantics = %p, count = %p\n", byte_code, semantics, count);
+
+    if (!byte_code)
+        return D3DERR_INVALIDCALL;
+
+    TRACE("Shader version: %#x\n", *ptr);
+
+    /* Look for the END token, skipping the VERSION token */
+    while (*++ptr != D3DSIO_END)
+    {
+        /* Skip comments */
+        if ((*ptr & D3DSI_OPCODE_MASK) == D3DSIO_COMMENT)
+        {
+            ptr += ((*ptr & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT);
+        }
+        else if ((*ptr & D3DSI_OPCODE_MASK) == D3DSIO_DCL)
+        {
+            DWORD param1 = *++ptr;
+            DWORD param2 = *++ptr;
+            DWORD usage = param1 & 0x1f;
+            DWORD usage_index = (param1 >> 16) & 0xf;
+            DWORD reg_type = (((param2 >> 11) & 0x3) << 3) | ((param2 >> 28) & 0x7);
+
+            TRACE("D3DSIO_DCL param1: %#x, param2: %#x, usage: %u, usage_index: %u, reg_type: %u\n",
+                   param1, param2, usage, usage_index, reg_type);
+
+            if (reg_type == D3DSPR_INPUT)
+            {
+                if (semantics)
+                {
+                    semantics[i].Usage = usage;
+                    semantics[i].UsageIndex = usage_index;
+                }
+                i++;
+            }
+        }
+    }
+
+    if (count)
+        *count = i;
+
+    return D3D_OK;
+}
diff --git a/dlls/d3dx9_36/tests/shader.c b/dlls/d3dx9_36/tests/shader.c
index f7be174..471cd8c 100644
--- a/dlls/d3dx9_36/tests/shader.c
+++ b/dlls/d3dx9_36/tests/shader.c
@@ -1,5 +1,6 @@
 /*
  * Copyright 2008 Luis Busquets
+ * Copyright 2010, 2013 Christian Costa
  * Copyright 2011 Travis Athougies
  *
  * This library is free software; you can redistribute it and/or
@@ -271,6 +272,22 @@ static const D3DXCONSTANT_DESC ctab_samplers_expected[] = {
     {"sampler2",   D3DXRS_SAMPLER, 3, 1, D3DXPC_OBJECT, D3DXPT_SAMPLER3D, 1, 1, 1, 0, 4,  NULL},
     {"notsampler", D3DXRS_FLOAT4,  2, 1, D3DXPC_VECTOR, D3DXPT_FLOAT,     1, 4, 1, 0, 16, NULL}};
 
+static const DWORD semantics_vs11[] = {
+    0xfffe0101,                                                             /* vs_1_1                       */
+    0x0000001f, 0x80000000, 0x900f0000,                                     /* dcl_position0 v0 (input)     */
+    0x0000001f, 0x80000005, 0x900f0001,                                     /* dcl_texcoord0 v1 (input)     */
+    0x0000001f, 0x80010005, 0x900f0002,                                     /* dcl_texcoord1 v2 (input)     */
+    0x0000001f, 0x8000000a, 0xe00f0000,                                     /* dcl_color0    oD0 (output)   */
+    0x0000ffff};                                                            /* END                          */
+
+static const DWORD semantics_vs30[] = {
+    0xfffe0300,                                                             /* vs_3_0                       */
+    0x0000001f, 0x80000000, 0x900f0000,                                     /* dcl_position0 v0 (input)     */
+    0x0000001f, 0x80000005, 0x900f0001,                                     /* dcl_texcoord0 v1 (input)     */
+    0x0000001f, 0x80010005, 0x900f0002,                                     /* dcl_texcoord1 v2 (input)     */
+    0x0000001f, 0x8000000a, 0xe00f0000,                                     /* dcl_color0    o0 (output)    */
+    0x0000ffff};                                                            /* END                          */
+
 static void test_get_shader_size(void)
 {
     UINT shader_size, expected;
@@ -1900,6 +1917,43 @@ static void test_get_shader_constant_variables(void)
     ok(count == 0, "Release failed, got %u, expected %u\n", count, 0);
 }
 
+static void test_get_shader_semantics(void)
+{
+    HRESULT ret;
+    D3DXSEMANTIC semantics[MAXD3DDECLLENGTH];
+    UINT count;
+
+    /* Check parameters */
+    ret = D3DXGetShaderInputSemantics(NULL, semantics, &count);
+    ok(ret == D3DERR_INVALIDCALL, "Returned %#x, expected %#x\n", ret, D3DERR_INVALIDCALL);
+    ret = D3DXGetShaderInputSemantics(semantics_vs11, semantics, NULL);
+    ok(ret == D3D_OK, "Failed with %#xn", ret);
+    count = 0xdeadbeef;
+    ret = D3DXGetShaderInputSemantics(semantics_vs11, NULL, &count);
+    ok(ret == D3D_OK, "Failed with %#xn", ret);
+    ok(count == 3, "Got %u, expected 1\n", count);
+
+    ret = D3DXGetShaderInputSemantics(semantics_vs11, semantics, &count);
+    ok(ret == D3D_OK, "Failed with %#xn", ret);
+    ok(count == 3, "Got %u, expected 1\n", count);
+    ok(semantics[0].Usage == D3DDECLUSAGE_POSITION, "Got %u, expected %u\n", semantics[0].Usage, D3DDECLUSAGE_POSITION);
+    ok(semantics[0].UsageIndex == 0, "Got %u, expected 0\n", semantics[0].UsageIndex);
+    ok(semantics[1].Usage == D3DDECLUSAGE_TEXCOORD, "Got %u, expected %u\n", semantics[1].Usage, D3DDECLUSAGE_TEXCOORD);
+    ok(semantics[1].UsageIndex == 0, "Got %u, expected 0\n", semantics[0].UsageIndex);
+    ok(semantics[2].Usage == D3DDECLUSAGE_TEXCOORD, "Got %u, expected %u\n", semantics[2].Usage, D3DDECLUSAGE_TEXCOORD);
+    ok(semantics[2].UsageIndex == 1, "Got %u, expected 1\n", semantics[0].UsageIndex);
+
+    ret = D3DXGetShaderInputSemantics(semantics_vs30, semantics, &count);
+    ok(ret == D3D_OK, "Failed with %#xn", ret);
+    ok(count == 3, "Got %u, expected 1\n", count);
+    ok(semantics[0].Usage == D3DDECLUSAGE_POSITION, "Got %u, expected %u\n", semantics[0].Usage, D3DDECLUSAGE_POSITION);
+    ok(semantics[0].UsageIndex == 0, "Got %u, expected 0\n", semantics[0].UsageIndex);
+    ok(semantics[1].Usage == D3DDECLUSAGE_TEXCOORD, "Got %u, expected %u\n", semantics[1].Usage, D3DDECLUSAGE_TEXCOORD);
+    ok(semantics[1].UsageIndex == 0, "Got %u, expected 0\n", semantics[0].UsageIndex);
+    ok(semantics[2].Usage == D3DDECLUSAGE_TEXCOORD, "Got %u, expected %u\n", semantics[2].Usage, D3DDECLUSAGE_TEXCOORD);
+    ok(semantics[2].UsageIndex == 1, "Got %u, expected 1\n", semantics[0].UsageIndex);
+}
+
 START_TEST(shader)
 {
     test_get_shader_size();
@@ -1911,4 +1965,5 @@ START_TEST(shader)
     test_get_sampler_index();
     test_get_shader_samplers();
     test_get_shader_constant_variables();
+    test_get_shader_semantics();
 }
diff --git a/include/d3dx9shader.h b/include/d3dx9shader.h
index 0b30519..f5ba1c4 100644
--- a/include/d3dx9shader.h
+++ b/include/d3dx9shader.h
@@ -269,6 +269,7 @@ DWORD WINAPI D3DXGetShaderVersion(const DWORD *byte_code);
 const char * WINAPI D3DXGetVertexShaderProfile(struct IDirect3DDevice9 *device);
 HRESULT WINAPI D3DXFindShaderComment(CONST DWORD* byte_code, DWORD fourcc, LPCVOID* data, UINT* size);
 HRESULT WINAPI D3DXGetShaderSamplers(CONST DWORD *byte_code, LPCSTR *samplers, UINT *count);
+HRESULT WINAPI D3DXGetShaderInputSemantics(const DWORD *byte_code, D3DXSEMANTIC *semantics, UINT *count);
 
 HRESULT WINAPI D3DXAssembleShaderFromFileA(const char *filename, const D3DXMACRO *defines,
         ID3DXInclude *include, DWORD flags, ID3DXBuffer **shader, ID3DXBuffer **error_messages);




More information about the wine-patches mailing list