[PATCH 1/8] wined3d: Store stream index in shader signature elements.

Józef Kucia jkucia at codeweavers.com
Thu Apr 6 04:47:46 CDT 2017


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d11/shader.c        | 1 +
 dlls/wined3d/glsl_shader.c | 6 ++++++
 dlls/wined3d/shader.c      | 2 ++
 include/wine/wined3d.h     | 5 +++--
 4 files changed, 12 insertions(+), 2 deletions(-)

diff --git a/dlls/d3d11/shader.c b/dlls/d3d11/shader.c
index 22b8bbf..d1b3e38 100644
--- a/dlls/d3d11/shader.c
+++ b/dlls/d3d11/shader.c
@@ -201,6 +201,7 @@ HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d
     {
         UINT name_offset;
 
+        e[i].stream_idx = 0;
         read_dword(&ptr, &name_offset);
         if (!(e[i].semantic_name = shader_get_string(data, data_size, name_offset)))
         {
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 8bb8a27..3a84a43 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -6647,6 +6647,9 @@ static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv,
         if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
             continue;
 
+        if (output->stream_idx)
+            continue;
+
         if (output->register_idx >= input_count)
             continue;
 
@@ -6702,6 +6705,9 @@ static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv
         if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
             continue;
 
+        if (output->stream_idx)
+            continue;
+
         semantic_name = output->semantic_name;
         semantic_idx = output->semantic_idx;
         shader_glsl_write_mask_to_str(output->mask, reg_mask);
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index e96c15f..3783006 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -379,6 +379,7 @@ static void shader_signature_from_semantic(struct wined3d_shader_signature_eleme
 {
     e->semantic_name = shader_semantic_name_from_usage(s->usage);
     e->semantic_idx = s->usage_idx;
+    e->stream_idx = 0;
     e->sysval_semantic = shader_sysval_semantic_from_usage(s->usage);
     e->component_type = WINED3D_TYPE_FLOAT;
     e->register_idx = s->reg.reg.idx[0].offset;
@@ -390,6 +391,7 @@ static void shader_signature_from_usage(struct wined3d_shader_signature_element
 {
     e->semantic_name = shader_semantic_name_from_usage(usage);
     e->semantic_idx = usage_idx;
+    e->stream_idx = 0;
     e->sysval_semantic = shader_sysval_semantic_from_usage(usage);
     e->component_type = WINED3D_TYPE_FLOAT;
     e->register_idx = reg_idx;
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index f575547..4f37392 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -1953,10 +1953,11 @@ struct wined3d_sampler_desc
 struct wined3d_shader_signature_element
 {
     const char *semantic_name;
-    UINT semantic_idx;
+    unsigned int semantic_idx;
+    unsigned int stream_idx;
     enum wined3d_sysval_semantic sysval_semantic;
     enum wined3d_component_type component_type;
-    UINT register_idx;
+    unsigned int register_idx;
     DWORD mask;
 };
 
-- 
2.10.2




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