wined3d: Call shader_set_function() separately from shader_init().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-10-03 12:32:18 +02:00 committed by Alexandre Julliard
parent ce427251de
commit 137f8f308c
1 changed files with 65 additions and 31 deletions

View File

@ -3700,8 +3700,7 @@ static HRESULT shader_copy_signatures_from_shader_desc(struct wined3d_shader *sh
} }
static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device, static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
const struct wined3d_shader_desc *desc, DWORD float_const_count, enum wined3d_shader_type type, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
void *parent, const struct wined3d_parent_ops *parent_ops)
{ {
size_t byte_code_size; size_t byte_code_size;
HRESULT hr; HRESULT hr;
@ -3765,26 +3764,6 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device
} }
memcpy(shader->function, desc->byte_code, byte_code_size); memcpy(shader->function, desc->byte_code, byte_code_size);
shader->functionLength = byte_code_size; shader->functionLength = byte_code_size;
if (FAILED(hr = shader_set_function(shader, device, type, float_const_count)))
{
WARN("Failed to set function, hr %#x.\n", hr);
shader_cleanup(shader);
return hr;
}
}
else
{
shader->reg_maps.shader_version.type = type;
shader->reg_maps.shader_version.major = 4;
shader->reg_maps.shader_version.minor = 0;
shader_set_limits(shader);
if (FAILED(hr = shader_scan_output_signature(shader)))
{
shader_cleanup(shader);
return hr;
}
} }
return hr; return hr;
@ -3797,10 +3776,16 @@ static HRESULT vertex_shader_init(struct wined3d_shader *shader, struct wined3d_
unsigned int i; unsigned int i;
HRESULT hr; HRESULT hr;
if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.vs_uniform_count, if (FAILED(hr = shader_init(shader, device, desc, parent, parent_ops)))
WINED3D_SHADER_TYPE_VERTEX, parent, parent_ops)))
return hr; return hr;
if (FAILED(hr = shader_set_function(shader, device,
WINED3D_SHADER_TYPE_VERTEX, device->adapter->d3d_info.limits.vs_uniform_count)))
{
shader_cleanup(shader);
return hr;
}
for (i = 0; i < shader->input_signature.element_count; ++i) for (i = 0; i < shader->input_signature.element_count; ++i)
{ {
const struct wined3d_shader_signature_element *input = &shader->input_signature.elements[i]; const struct wined3d_shader_signature_element *input = &shader->input_signature.elements[i];
@ -3845,10 +3830,32 @@ static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3
} }
} }
if (FAILED(hr = shader_init(shader, device, &shader_desc, 0, if (FAILED(hr = shader_init(shader, device, &shader_desc, parent, parent_ops)))
WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops)))
return hr; return hr;
if (shader_desc.byte_code)
{
if (FAILED(hr = shader_set_function(shader, device, WINED3D_SHADER_TYPE_GEOMETRY, 0)))
{
WARN("Failed to set function, hr %#x.\n", hr);
shader_cleanup(shader);
return hr;
}
}
else
{
shader->reg_maps.shader_version.type = WINED3D_SHADER_TYPE_GEOMETRY;
shader->reg_maps.shader_version.major = 4;
shader->reg_maps.shader_version.minor = 0;
shader_set_limits(shader);
if (FAILED(hr = shader_scan_output_signature(shader)))
{
shader_cleanup(shader);
return hr;
}
}
if (so_desc) if (so_desc)
{ {
if (!(elements = heap_calloc(so_desc->element_count, sizeof(*elements)))) if (!(elements = heap_calloc(so_desc->element_count, sizeof(*elements))))
@ -4152,10 +4159,16 @@ static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_d
unsigned int i, highest_reg_used = 0, num_regs_used = 0; unsigned int i, highest_reg_used = 0, num_regs_used = 0;
HRESULT hr; HRESULT hr;
if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.ps_uniform_count, if (FAILED(hr = shader_init(shader, device, desc, parent, parent_ops)))
WINED3D_SHADER_TYPE_PIXEL, parent, parent_ops)))
return hr; return hr;
if (FAILED(hr = shader_set_function(shader, device,
WINED3D_SHADER_TYPE_PIXEL, device->adapter->d3d_info.limits.ps_uniform_count)))
{
shader_cleanup(shader);
return hr;
}
for (i = 0; i < MAX_REG_INPUT; ++i) for (i = 0; i < MAX_REG_INPUT; ++i)
{ {
if (shader->u.ps.input_reg_used & (1u << i)) if (shader->u.ps.input_reg_used & (1u << i))
@ -4246,13 +4259,20 @@ HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const stru
if (!(object = heap_alloc_zero(sizeof(*object)))) if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
if (FAILED(hr = shader_init(object, device, desc, 0, WINED3D_SHADER_TYPE_COMPUTE, parent, parent_ops))) if (FAILED(hr = shader_init(object, device, desc, parent, parent_ops)))
{ {
WARN("Failed to initialize compute shader, hr %#x.\n", hr); WARN("Failed to initialize compute shader, hr %#x.\n", hr);
heap_free(object); heap_free(object);
return hr; return hr;
} }
if (FAILED(hr = shader_set_function(object, device, WINED3D_SHADER_TYPE_COMPUTE, 0)))
{
shader_cleanup(object);
heap_free(object);
return hr;
}
wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object); wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
TRACE("Created compute shader %p.\n", object); TRACE("Created compute shader %p.\n", object);
@ -4276,13 +4296,20 @@ HRESULT CDECL wined3d_shader_create_ds(struct wined3d_device *device, const stru
if (!(object = heap_alloc_zero(sizeof(*object)))) if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
if (FAILED(hr = shader_init(object, device, desc, 0, WINED3D_SHADER_TYPE_DOMAIN, parent, parent_ops))) if (FAILED(hr = shader_init(object, device, desc, parent, parent_ops)))
{ {
WARN("Failed to initialize domain shader, hr %#x.\n", hr); WARN("Failed to initialize domain shader, hr %#x.\n", hr);
heap_free(object); heap_free(object);
return hr; return hr;
} }
if (FAILED(hr = shader_set_function(object, device, WINED3D_SHADER_TYPE_DOMAIN, 0)))
{
shader_cleanup(object);
heap_free(object);
return hr;
}
wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object); wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
TRACE("Created domain shader %p.\n", object); TRACE("Created domain shader %p.\n", object);
@ -4337,13 +4364,20 @@ HRESULT CDECL wined3d_shader_create_hs(struct wined3d_device *device, const stru
if (!(object = heap_alloc_zero(sizeof(*object)))) if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
if (FAILED(hr = shader_init(object, device, desc, 0, WINED3D_SHADER_TYPE_HULL, parent, parent_ops))) if (FAILED(hr = shader_init(object, device, desc, parent, parent_ops)))
{ {
WARN("Failed to initialize hull shader, hr %#x.\n", hr); WARN("Failed to initialize hull shader, hr %#x.\n", hr);
heap_free(object); heap_free(object);
return hr; return hr;
} }
if (FAILED(hr = shader_set_function(object, device, WINED3D_SHADER_TYPE_HULL, 0)))
{
shader_cleanup(object);
heap_free(object);
return hr;
}
wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object); wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
TRACE("Created hull shader %p.\n", object); TRACE("Created hull shader %p.\n", object);