wined3d: Introduce helper function to get shader type from byte code.

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 2018-04-23 16:20:14 +02:00 committed by Alexandre Julliard
parent 94756f2400
commit 319abecc41
3 changed files with 70 additions and 27 deletions

View File

@ -419,6 +419,15 @@ static const struct wined3d_shader_frontend *shader_select_frontend(enum wined3d
}
}
static enum wined3d_shader_type shader_get_shader_type(const struct wined3d_shader_desc *desc)
{
if (desc->format == WINED3D_SHADER_BYTE_CODE_FORMAT_SM4)
return wined3d_get_sm4_shader_type(desc->byte_code, desc->byte_code_size);
FIXME("Could not get shader type for byte code format %#x.\n", desc->format);
return WINED3D_SHADER_TYPE_INVALID;
}
void string_buffer_clear(struct wined3d_string_buffer *buffer)
{
buffer->buffer[0] = '\0';
@ -3722,8 +3731,23 @@ static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3
void *parent, const struct wined3d_parent_ops *parent_ops)
{
struct wined3d_stream_output_element *elements = NULL;
enum wined3d_shader_type shader_type;
HRESULT hr;
if (so_desc)
{
shader_type = shader_get_shader_type(desc);
switch (shader_type)
{
case WINED3D_SHADER_TYPE_VERTEX:
case WINED3D_SHADER_TYPE_DOMAIN:
FIXME("Stream output not supported for %s.\n", debug_shader_type(shader_type));
return E_NOTIMPL;
default:
break;
}
}
if (so_desc && !(elements = heap_calloc(so_desc->element_count, sizeof(*elements))))
return E_OUTOFMEMORY;

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@ -1218,6 +1218,43 @@ static enum wined3d_data_type map_data_type(char t)
}
}
enum wined3d_shader_type wined3d_get_sm4_shader_type(const DWORD *byte_code, size_t byte_code_size)
{
DWORD shader_type;
if (byte_code_size / sizeof(*byte_code) < 1)
{
WARN("Invalid byte code size %lu.\n", (long)byte_code_size);
return WINED3D_SHADER_TYPE_INVALID;
}
shader_type = byte_code[0] >> 16;
switch (shader_type)
{
case WINED3D_SM4_PS:
return WINED3D_SHADER_TYPE_PIXEL;
break;
case WINED3D_SM4_VS:
return WINED3D_SHADER_TYPE_VERTEX;
break;
case WINED3D_SM4_GS:
return WINED3D_SHADER_TYPE_GEOMETRY;
break;
case WINED3D_SM5_HS:
return WINED3D_SHADER_TYPE_HULL;
break;
case WINED3D_SM5_DS:
return WINED3D_SHADER_TYPE_DOMAIN;
break;
case WINED3D_SM5_CS:
return WINED3D_SHADER_TYPE_COMPUTE;
break;
default:
FIXME("Unrecognised shader type %#x.\n", shader_type);
return WINED3D_SHADER_TYPE_INVALID;
}
}
static void *shader_sm4_init(const DWORD *byte_code, size_t byte_code_size,
const struct wined3d_shader_signature *output_signature)
{
@ -1251,35 +1288,13 @@ static void *shader_sm4_init(const DWORD *byte_code, size_t byte_code_size,
priv->start = &byte_code[2];
priv->end = &byte_code[token_count];
switch (version_token >> 16)
priv->shader_version.type = wined3d_get_sm4_shader_type(byte_code, byte_code_size);
if (priv->shader_version.type == WINED3D_SHADER_TYPE_INVALID)
{
case WINED3D_SM4_PS:
priv->shader_version.type = WINED3D_SHADER_TYPE_PIXEL;
break;
case WINED3D_SM4_VS:
priv->shader_version.type = WINED3D_SHADER_TYPE_VERTEX;
break;
case WINED3D_SM4_GS:
priv->shader_version.type = WINED3D_SHADER_TYPE_GEOMETRY;
break;
case WINED3D_SM5_HS:
priv->shader_version.type = WINED3D_SHADER_TYPE_HULL;
break;
case WINED3D_SM5_DS:
priv->shader_version.type = WINED3D_SHADER_TYPE_DOMAIN;
break;
case WINED3D_SM5_CS:
priv->shader_version.type = WINED3D_SHADER_TYPE_COMPUTE;
break;
default:
FIXME("Unrecognised shader type %#x.\n", version_token >> 16);
heap_free(priv);
return NULL;
}
priv->shader_version.major = WINED3D_SM4_VERSION_MAJOR(version_token);
priv->shader_version.minor = WINED3D_SM4_VERSION_MINOR(version_token);

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@ -929,6 +929,7 @@ enum wined3d_shader_type
WINED3D_SHADER_TYPE_COMPUTE = WINED3D_SHADER_TYPE_GRAPHICS_COUNT,
WINED3D_SHADER_TYPE_COUNT,
WINED3D_SHADER_TYPE_INVALID = WINED3D_SHADER_TYPE_COUNT,
};
struct wined3d_shader_version
@ -1265,6 +1266,9 @@ struct wined3d_shader_frontend
extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
enum wined3d_shader_type wined3d_get_sm4_shader_type(const DWORD *byte_code,
size_t byte_code_size) DECLSPEC_HIDDEN;
typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
#define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001