d3d10/effect: Use shader reflection to return output signature description.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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4d135986a3
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@ -106,7 +106,7 @@ struct d3d10_effect_shader_signature
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struct d3d10_effect_shader_variable
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struct d3d10_effect_shader_variable
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{
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{
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struct d3d10_effect_shader_signature input_signature;
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struct d3d10_effect_shader_signature input_signature;
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struct d3d10_effect_shader_signature output_signature;
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ID3D10ShaderReflection *reflection;
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union
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union
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{
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{
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ID3D10VertexShader *vs;
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ID3D10VertexShader *vs;
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@ -599,16 +599,12 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag
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switch(tag)
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switch(tag)
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{
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{
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case TAG_ISGN:
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case TAG_ISGN:
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case TAG_OSGN:
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{
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{
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/* 32 (DXBC header) + 1 * 4 (chunk index) + 2 * 4 (chunk header) + data_size (chunk data) */
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/* 32 (DXBC header) + 1 * 4 (chunk index) + 2 * 4 (chunk header) + data_size (chunk data) */
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UINT size = 44 + data_size;
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UINT size = 44 + data_size;
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struct d3d10_effect_shader_signature *sig;
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struct d3d10_effect_shader_signature *sig = &s->input_signature;
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char *ptr;
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char *ptr;
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if (tag == TAG_ISGN) sig = &s->input_signature;
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else sig = &s->output_signature;
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if (!(sig->signature = heap_alloc_zero(size)))
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if (!(sig->signature = heap_alloc_zero(size)))
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{
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{
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ERR("Failed to allocate input signature data\n");
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ERR("Failed to allocate input signature data\n");
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@ -666,28 +662,22 @@ static HRESULT get_fx10_shader_resources(struct d3d10_effect_variable *v, const
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struct d3d10_effect_shader_variable *sv = &v->u.shader;
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struct d3d10_effect_shader_variable *sv = &v->u.shader;
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struct d3d10_effect_shader_resource *sr;
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struct d3d10_effect_shader_resource *sr;
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D3D10_SHADER_INPUT_BIND_DESC bind_desc;
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D3D10_SHADER_INPUT_BIND_DESC bind_desc;
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ID3D10ShaderReflection *reflection;
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struct d3d10_effect_variable *var;
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struct d3d10_effect_variable *var;
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D3D10_SHADER_DESC desc;
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D3D10_SHADER_DESC desc;
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unsigned int i, y;
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unsigned int i, y;
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HRESULT hr;
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if (FAILED(hr = D3D10ReflectShader(data, data_size, &reflection)))
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sv->reflection->lpVtbl->GetDesc(sv->reflection, &desc);
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return hr;
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reflection->lpVtbl->GetDesc(reflection, &desc);
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sv->resource_count = desc.BoundResources;
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sv->resource_count = desc.BoundResources;
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if (!(sv->resources = heap_calloc(sv->resource_count, sizeof(*sv->resources))))
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if (!(sv->resources = heap_calloc(sv->resource_count, sizeof(*sv->resources))))
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{
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{
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ERR("Failed to allocate shader resource binding information memory.\n");
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ERR("Failed to allocate shader resource binding information memory.\n");
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reflection->lpVtbl->Release(reflection);
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return E_OUTOFMEMORY;
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return E_OUTOFMEMORY;
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}
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}
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for (i = 0; i < desc.BoundResources; ++i)
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for (i = 0; i < desc.BoundResources; ++i)
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{
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{
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reflection->lpVtbl->GetResourceBindingDesc(reflection, i, &bind_desc);
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sv->reflection->lpVtbl->GetResourceBindingDesc(sv->reflection, i, &bind_desc);
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sr = &sv->resources[i];
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sr = &sv->resources[i];
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sr->in_type = bind_desc.Type;
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sr->in_type = bind_desc.Type;
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@ -731,7 +721,6 @@ static HRESULT get_fx10_shader_resources(struct d3d10_effect_variable *v, const
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if (!sr->variable)
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if (!sr->variable)
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{
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{
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WARN("Failed to find shader resource.\n");
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WARN("Failed to find shader resource.\n");
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reflection->lpVtbl->Release(reflection);
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return E_FAIL;
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return E_FAIL;
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}
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}
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}
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}
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@ -774,6 +763,9 @@ static HRESULT parse_fx10_shader(const char *data, size_t data_size, DWORD offse
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/* We got a shader VertexShader vs = NULL, so it is fine to skip this. */
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/* We got a shader VertexShader vs = NULL, so it is fine to skip this. */
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if (!dxbc_size) return S_OK;
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if (!dxbc_size) return S_OK;
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if (FAILED(hr = D3D10ReflectShader(ptr, dxbc_size, &v->u.shader.reflection)))
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return hr;
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if (FAILED(hr = get_fx10_shader_resources(v, ptr, dxbc_size)))
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if (FAILED(hr = get_fx10_shader_resources(v, ptr, dxbc_size)))
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return hr;
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return hr;
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@ -2747,8 +2739,9 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
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static void d3d10_effect_shader_variable_destroy(struct d3d10_effect_shader_variable *s,
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static void d3d10_effect_shader_variable_destroy(struct d3d10_effect_shader_variable *s,
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D3D10_SHADER_VARIABLE_TYPE type)
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D3D10_SHADER_VARIABLE_TYPE type)
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{
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{
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if (s->reflection)
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s->reflection->lpVtbl->Release(s->reflection);
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shader_free_signature(&s->input_signature);
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shader_free_signature(&s->input_signature);
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shader_free_signature(&s->output_signature);
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switch (type)
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switch (type)
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{
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{
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@ -7068,7 +7061,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetOutputSignature
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{
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{
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struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface);
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struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface);
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struct d3d10_effect_shader_variable *s;
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struct d3d10_effect_shader_variable *s;
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D3D10_SIGNATURE_PARAMETER_DESC *d;
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TRACE("iface %p, shader_index %u, element_index %u, desc %p\n",
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TRACE("iface %p, shader_index %u, element_index %u, desc %p\n",
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iface, shader_index, element_index, desc);
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iface, shader_index, element_index, desc);
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@ -7087,35 +7079,11 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetOutputSignature
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}
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}
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s = &v->effect->used_shaders[shader_index]->u.shader;
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s = &v->effect->used_shaders[shader_index]->u.shader;
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if (!s->output_signature.signature)
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{
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if (!s->reflection)
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WARN("No shader signature\n");
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return D3DERR_INVALIDCALL;
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return D3DERR_INVALIDCALL;
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}
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/* Check desc for NULL, this crashes on W7/DX10 */
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return s->reflection->lpVtbl->GetOutputParameterDesc(s->reflection, element_index, desc);
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if (!desc)
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{
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WARN("This should crash on W7/DX10!\n");
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return E_FAIL;
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}
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if (element_index >= s->output_signature.element_count)
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{
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WARN("Invalid element index specified\n");
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return E_INVALIDARG;
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}
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d = &s->output_signature.elements[element_index];
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desc->SemanticName = d->SemanticName;
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desc->SemanticIndex = d->SemanticIndex;
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desc->SystemValueType = d->SystemValueType;
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desc->ComponentType = d->ComponentType;
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desc->Register = d->Register;
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desc->ReadWriteMask = d->ReadWriteMask;
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desc->Mask = d->Mask;
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return S_OK;
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}
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}
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@ -23,6 +23,8 @@
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#include <float.h>
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#include <float.h>
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#define D3DERR_INVALIDCALL 0x8876086c
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static ID3D10Device *create_device(void)
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static ID3D10Device *create_device(void)
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{
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{
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ID3D10Device *device;
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ID3D10Device *device;
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@ -2796,8 +2798,9 @@ static void test_effect_local_shader(void)
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D3D10_EFFECT_TYPE_DESC typedesc;
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D3D10_EFFECT_TYPE_DESC typedesc;
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D3D10_EFFECT_DESC effect_desc;
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D3D10_EFFECT_DESC effect_desc;
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ID3D10EffectShaderVariable *null_shader, *null_anon_vs, *null_anon_ps, *null_anon_gs,
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ID3D10EffectShaderVariable *null_shader, *null_anon_vs, *null_anon_ps, *null_anon_gs,
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*p3_anon_vs, *p3_anon_ps, *p3_anon_gs, *p6_vs, *p6_ps, *p6_gs, *gs;
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*p3_anon_vs, *p3_anon_ps, *p3_anon_gs, *p6_vs, *p6_ps, *p6_gs, *gs, *ps, *vs;
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D3D10_EFFECT_SHADER_DESC shaderdesc;
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D3D10_EFFECT_SHADER_DESC shaderdesc;
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D3D10_SIGNATURE_PARAMETER_DESC sign;
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ID3D10Device *device;
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ID3D10Device *device;
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ULONG refcount;
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ULONG refcount;
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@ -3648,6 +3651,38 @@ todo_wine
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shaderdesc.SODecl);
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shaderdesc.SODecl);
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}
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}
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/* Output signature description */
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v = effect->lpVtbl->GetVariableByName(effect, "p");
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ps = v->lpVtbl->AsShader(v);
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hr = ps->lpVtbl->GetOutputSignatureElementDesc(ps, 0, 0, &sign);
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todo_wine
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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ok(!strcmp(sign.SemanticName, "SV_Target"), "Unexpected semantic %s.\n", sign.SemanticName);
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v = effect->lpVtbl->GetVariableByName(effect, "v");
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vs = v->lpVtbl->AsShader(v);
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hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 0, 0, &sign);
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todo_wine
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
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hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 1, 0, &sign);
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todo_wine
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
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/* NULL shader variable */
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v = effect->lpVtbl->GetVariableByName(effect, "v0");
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vs = v->lpVtbl->AsShader(v);
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hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 0, 0, &sign);
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ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
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effect->lpVtbl->Release(effect);
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effect->lpVtbl->Release(effect);
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refcount = ID3D10Device_Release(device);
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refcount = ID3D10Device_Release(device);
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