[PATCH 7/8] d3d11: Implement d3d11_device_CreateGeometryShaderWithStreamOutput().

Józef Kucia jkucia at codeweavers.com
Thu Mar 23 06:15:50 CDT 2017


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d11/d3d11_private.h |   6 +++
 dlls/d3d11/device.c        |  29 ++++++++++---
 dlls/d3d11/shader.c        | 105 +++++++++++++++++++++++++++++++++++++++------
 dlls/d3d11/tests/d3d11.c   |   5 +--
 4 files changed, 123 insertions(+), 22 deletions(-)

diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h
index 62f46ea..6caca05 100644
--- a/dlls/d3d11/d3d11_private.h
+++ b/dlls/d3d11/d3d11_private.h
@@ -37,6 +37,10 @@
 #include "wine/winedxgi.h"
 #include "wine/rbtree.h"
 
+#ifndef ARRAY_SIZE
+#define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
+#endif
+
 #define MAKE_TAG(ch0, ch1, ch2, ch3) \
     ((DWORD)(ch0) | ((DWORD)(ch1) << 8) | \
     ((DWORD)(ch2) << 16) | ((DWORD)(ch3) << 24 ))
@@ -316,6 +320,8 @@ struct d3d_geometry_shader
 };
 
 HRESULT d3d_geometry_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
+        const D3D11_SO_DECLARATION_ENTRY *so_entries, unsigned int so_entry_count,
+        const unsigned int *buffer_strides, unsigned int buffer_stride_count, unsigned int rasterizer_stream,
         struct d3d_geometry_shader **shader) DECLSPEC_HIDDEN;
 struct d3d_geometry_shader *unsafe_impl_from_ID3D11GeometryShader(ID3D11GeometryShader *iface) DECLSPEC_HIDDEN;
 struct d3d_geometry_shader *unsafe_impl_from_ID3D10GeometryShader(ID3D10GeometryShader *iface) DECLSPEC_HIDDEN;
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index b0b4045..d9c3a5a 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -2476,7 +2476,8 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateGeometryShader(ID3D11Device
     if (class_linkage)
         FIXME("Class linkage is not implemented yet.\n");
 
-    if (FAILED(hr = d3d_geometry_shader_create(device, byte_code, byte_code_length, &object)))
+    if (FAILED(hr = d3d_geometry_shader_create(device, byte_code, byte_code_length,
+            NULL, 0, NULL, 0, 0, &object)))
         return hr;
 
     *shader = &object->ID3D11GeometryShader_iface;
@@ -2486,15 +2487,28 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateGeometryShader(ID3D11Device
 
 static HRESULT STDMETHODCALLTYPE d3d11_device_CreateGeometryShaderWithStreamOutput(ID3D11Device *iface,
         const void *byte_code, SIZE_T byte_code_length, const D3D11_SO_DECLARATION_ENTRY *so_entries,
-        UINT entry_count, const UINT *buffer_strides, UINT strides_count, UINT rasterized_stream,
+        UINT entry_count, const UINT *buffer_strides, UINT strides_count, UINT rasterizer_stream,
         ID3D11ClassLinkage *class_linkage, ID3D11GeometryShader **shader)
 {
-    FIXME("iface %p, byte_code %p, byte_code_length %lu, so_entries %p, entry_count %u, "
-            "buffer_strides %p, strides_count %u, rasterized_stream %u, class_linkage %p, shader %p stub!\n",
+    struct d3d_device *device = impl_from_ID3D11Device(iface);
+    struct d3d_geometry_shader *object;
+    HRESULT hr;
+
+    TRACE("iface %p, byte_code %p, byte_code_length %lu, so_entries %p, entry_count %u, "
+            "buffer_strides %p, strides_count %u, rasterizer_stream %u, class_linkage %p, shader %p.\n",
             iface, byte_code, byte_code_length, so_entries, entry_count, buffer_strides, strides_count,
-            rasterized_stream, class_linkage, shader);
+            rasterizer_stream, class_linkage, shader);
 
-    return E_NOTIMPL;
+    if (class_linkage)
+        FIXME("Class linkage is not implemented yet.\n");
+
+    if (FAILED(hr = d3d_geometry_shader_create(device, byte_code, byte_code_length,
+            so_entries, entry_count, buffer_strides, strides_count, rasterizer_stream, &object)))
+        return hr;
+
+    *shader = &object->ID3D11GeometryShader_iface;
+
+    return hr;
 }
 
 static HRESULT STDMETHODCALLTYPE d3d11_device_CreatePixelShader(ID3D11Device *iface, const void *byte_code,
@@ -4892,7 +4906,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device1
     TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p.\n",
             iface, byte_code, byte_code_length, shader);
 
-    if (FAILED(hr = d3d_geometry_shader_create(device, byte_code, byte_code_length, &object)))
+    if (FAILED(hr = d3d_geometry_shader_create(device, byte_code, byte_code_length,
+            NULL, 0, NULL, 0, 0, &object)))
         return hr;
 
     *shader = &object->ID3D10GeometryShader_iface;
diff --git a/dlls/d3d11/shader.c b/dlls/d3d11/shader.c
index 87312c3..552ab0e 100644
--- a/dlls/d3d11/shader.c
+++ b/dlls/d3d11/shader.c
@@ -1188,29 +1188,107 @@ static const struct wined3d_parent_ops d3d_geometry_shader_wined3d_parent_ops =
     d3d_geometry_shader_wined3d_object_destroyed,
 };
 
-static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader, struct d3d_device *device,
-        const void *byte_code, SIZE_T byte_code_length)
+static HRESULT wined3d_so_elements_from_d3d11_so_entries(struct wined3d_stream_output_element *elements,
+        const D3D11_SO_DECLARATION_ENTRY *entries, unsigned int entry_count,
+        const struct wined3d_shader_signature *os)
 {
+    unsigned int i;
+
+    for (i = 0; i < entry_count; ++i)
+    {
+        struct wined3d_stream_output_element *e = &elements[i];
+        const D3D11_SO_DECLARATION_ENTRY *f = &entries[i];
+        struct wined3d_shader_signature_element *element;
+
+        TRACE("Stream: %u, semantic: %s, semantic idx: %u, start component: %u, "
+                "component count %u, output slot %u.\n",
+                f->Stream, debugstr_a(f->SemanticName), f->SemanticIndex,
+                f->StartComponent, f->ComponentCount, f->OutputSlot);
+
+        e->stream_idx = f->Stream;
+        e->component_idx = f->StartComponent;
+        e->component_count = f->ComponentCount;
+        e->output_slot = f->OutputSlot;
+
+        if (!f->SemanticName)
+        {
+            e->register_idx = WINED3D_STREAM_OUTPUT_GAP;
+        }
+        else if ((element = shader_find_signature_element(os, f->SemanticName, f->SemanticIndex)))
+        {
+            e->register_idx = element->register_idx;
+            TRACE("Register idx: %u.\n", e->register_idx);
+        }
+        else
+        {
+            WARN("Failed to find output signature element for stream output entry.\n");
+            return E_INVALIDARG;
+        }
+    }
+
+    return S_OK;
+}
+
+static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader,
+        struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
+        const D3D11_SO_DECLARATION_ENTRY *so_entries, unsigned int so_entry_count,
+        const unsigned int *buffer_strides, unsigned int buffer_stride_count,
+        unsigned int rasterizer_stream)
+{
+    struct wined3d_stream_output_desc so_desc;
     struct wined3d_shader_desc desc;
+    unsigned int i;
     HRESULT hr;
 
-    shader->ID3D11GeometryShader_iface.lpVtbl = &d3d11_geometry_shader_vtbl;
-    shader->ID3D10GeometryShader_iface.lpVtbl = &d3d10_geometry_shader_vtbl;
-    shader->refcount = 1;
-    wined3d_mutex_lock();
-    wined3d_private_store_init(&shader->private_store);
+    if (so_entry_count > D3D11_SO_STREAM_COUNT * D3D11_SO_OUTPUT_COMPONENT_COUNT)
+    {
+        WARN("Entry count %u is greater than %u.\n",
+                so_entry_count, D3D11_SO_STREAM_COUNT * D3D11_SO_OUTPUT_COMPONENT_COUNT);
+        return E_INVALIDARG;
+    }
 
     if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level)))
     {
         WARN("Failed to extract shader, hr %#x.\n", hr);
-        wined3d_private_store_cleanup(&shader->private_store);
-        wined3d_mutex_unlock();
         return hr;
     }
     desc.max_version = d3d_sm_from_feature_level(device->feature_level);
 
-    hr = wined3d_shader_create_gs(device->wined3d_device, &desc, NULL, shader,
-            &d3d_geometry_shader_wined3d_parent_ops, &shader->wined3d_shader);
+    memset(&so_desc, 0, sizeof(so_desc));
+    if (so_entries)
+    {
+        so_desc.element_count = so_entry_count;
+        for (i = 0; i < min(buffer_stride_count, ARRAY_SIZE(so_desc.buffer_strides)); ++i)
+            so_desc.buffer_strides[i] = buffer_strides[i];
+        so_desc.buffer_stride_count = buffer_stride_count;
+        so_desc.rasterizer_stream_idx = rasterizer_stream;
+
+        if (!(so_desc.elements = d3d11_calloc(so_entry_count, sizeof(*so_desc.elements))))
+        {
+            ERR("Failed to allocate wined3d stream output element array memory.\n");
+            shader_free_signature(&desc.input_signature);
+            shader_free_signature(&desc.output_signature);
+            return E_OUTOFMEMORY;
+        }
+        if (FAILED(hr = wined3d_so_elements_from_d3d11_so_entries(so_desc.elements,
+                so_entries, so_entry_count, &desc.output_signature)))
+        {
+            HeapFree(GetProcessHeap(), 0, so_desc.elements);
+            shader_free_signature(&desc.input_signature);
+            shader_free_signature(&desc.output_signature);
+            return hr;
+        }
+    }
+
+    shader->ID3D11GeometryShader_iface.lpVtbl = &d3d11_geometry_shader_vtbl;
+    shader->ID3D10GeometryShader_iface.lpVtbl = &d3d10_geometry_shader_vtbl;
+    shader->refcount = 1;
+    wined3d_mutex_lock();
+    wined3d_private_store_init(&shader->private_store);
+
+    hr = wined3d_shader_create_gs(device->wined3d_device, &desc, so_entries ? &so_desc : NULL,
+            shader, &d3d_geometry_shader_wined3d_parent_ops, &shader->wined3d_shader);
+    HeapFree(GetProcessHeap(), 0, so_desc.elements);
     shader_free_signature(&desc.input_signature);
     shader_free_signature(&desc.output_signature);
     if (FAILED(hr))
@@ -1229,6 +1307,8 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader, stru
 }
 
 HRESULT d3d_geometry_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
+        const D3D11_SO_DECLARATION_ENTRY *so_entries, unsigned int so_entry_count,
+        const unsigned int *buffer_strides, unsigned int buffer_stride_count, unsigned int rasterizer_stream,
         struct d3d_geometry_shader **shader)
 {
     struct d3d_geometry_shader *object;
@@ -1237,7 +1317,8 @@ HRESULT d3d_geometry_shader_create(struct d3d_device *device, const void *byte_c
     if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
         return E_OUTOFMEMORY;
 
-    if (FAILED(hr = d3d_geometry_shader_init(object, device, byte_code, byte_code_length)))
+    if (FAILED(hr = d3d_geometry_shader_init(object, device, byte_code, byte_code_length,
+            so_entries, so_entry_count, buffer_strides, buffer_stride_count, rasterizer_stream)))
     {
         WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
         HeapFree(GetProcessHeap(), 0, object);
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 8523265..a3db181 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -11448,8 +11448,7 @@ static void test_index_buffer_offset(void)
     hr = ID3D11Device_CreateGeometryShaderWithStreamOutput(device, gs_code, sizeof(gs_code),
             so_declaration, sizeof(so_declaration) / sizeof(*so_declaration),
             &stride, 1, D3D11_SO_NO_RASTERIZED_STREAM, NULL, &gs);
-    todo_wine ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr);
-    if (FAILED(hr)) goto cleanup;
+    ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr);
 
     hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
     ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
@@ -11483,6 +11482,7 @@ static void test_index_buffer_offset(void)
     for (i = 0; i < sizeof(expected_data) / sizeof(*expected_data); ++i)
     {
         data = get_readback_vec4(&rb, i, 0);
+        todo_wine
         ok(compare_vec4(data, &expected_data[i], 0)
                 || broken(is_nvidia_device(device) && !(i % 2) && compare_vec4(data, &broken_result, 0)),
                 "Got unexpected result {%.8e, %.8e, %.8e, %.8e} at %u.\n",
@@ -11495,7 +11495,6 @@ static void test_index_buffer_offset(void)
     ID3D11Buffer_Release(vb);
     ID3D11VertexShader_Release(vs);
     ID3D11GeometryShader_Release(gs);
-cleanup:
     ID3D11InputLayout_Release(input_layout);
     release_test_context(&test_context);
 }
-- 
2.10.2




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