d3d10: Create shaders.

This commit is contained in:
Henri Verbeet 2009-03-06 08:43:48 +01:00 committed by Alexandre Julliard
parent 449be2d316
commit 52b24d2284
2 changed files with 50 additions and 11 deletions

View File

@ -40,6 +40,7 @@ enum d3d10_effect_variable_type
struct d3d10_effect_variable struct d3d10_effect_variable
{ {
struct d3d10_effect_pass *pass;
enum d3d10_effect_variable_type type; enum d3d10_effect_variable_type type;
DWORD idx_offset; DWORD idx_offset;
void *data; void *data;
@ -49,6 +50,12 @@ struct d3d10_effect_shader_variable
{ {
char *input_signature; char *input_signature;
UINT input_signature_size; UINT input_signature_size;
union
{
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10GeometryShader *gs;
} shader;
}; };
/* ID3D10EffectPass */ /* ID3D10EffectPass */
@ -56,6 +63,7 @@ struct d3d10_effect_pass
{ {
const struct ID3D10EffectPassVtbl *vtbl; const struct ID3D10EffectPassVtbl *vtbl;
struct d3d10_effect_technique *technique;
char *name; char *name;
DWORD start; DWORD start;
DWORD variable_count; DWORD variable_count;
@ -67,6 +75,7 @@ struct d3d10_effect_technique
{ {
const struct ID3D10EffectTechniqueVtbl *vtbl; const struct ID3D10EffectTechniqueVtbl *vtbl;
struct d3d10_effect *effect;
char *name; char *name;
DWORD start; DWORD start;
DWORD pass_count; DWORD pass_count;

View File

@ -145,13 +145,17 @@ static HRESULT parse_fx10_pass_index(struct d3d10_effect_pass *p, const char **p
for (i = 0; i < p->variable_count; ++i) for (i = 0; i < p->variable_count; ++i)
{ {
read_dword(ptr, &p->variables[i].type); struct d3d10_effect_variable *v = &p->variables[i];
TRACE("Variable %u is of type %#x\n", i, p->variables[i].type);
v->pass = p;
read_dword(ptr, &v->type);
TRACE("Variable %u is of type %#x\n", i, v->type);
skip_dword_unknown(ptr, 2); skip_dword_unknown(ptr, 2);
read_dword(ptr, &p->variables[i].idx_offset); read_dword(ptr, &v->idx_offset);
TRACE("Variable %u idx is at offset %#x\n", i, p->variables[i].idx_offset); TRACE("Variable %u idx is at offset %#x\n", i, v->idx_offset);
} }
return S_OK; return S_OK;
@ -182,6 +186,7 @@ static HRESULT parse_fx10_technique_index(struct d3d10_effect_technique *t, cons
struct d3d10_effect_pass *p = &t->passes[i]; struct d3d10_effect_pass *p = &t->passes[i];
p->vtbl = &d3d10_effect_pass_vtbl; p->vtbl = &d3d10_effect_pass_vtbl;
p->technique = t;
hr = parse_fx10_pass_index(p, ptr); hr = parse_fx10_pass_index(p, ptr);
if (FAILED(hr)) break; if (FAILED(hr)) break;
@ -192,8 +197,7 @@ static HRESULT parse_fx10_technique_index(struct d3d10_effect_technique *t, cons
static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag, void *ctx) static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
{ {
struct d3d10_effect_variable *v = ctx; struct d3d10_effect_shader_variable *s = ctx;
struct d3d10_effect_shader_variable *s = v->data;
char tag_str[5]; char tag_str[5];
memcpy(tag_str, &tag, 4); memcpy(tag_str, &tag, 4);
@ -257,8 +261,11 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag
static HRESULT parse_shader(struct d3d10_effect_variable *v, const char *data) static HRESULT parse_shader(struct d3d10_effect_variable *v, const char *data)
{ {
ID3D10Device *device = v->pass->technique->effect->device;
struct d3d10_effect_shader_variable *s;
const char *ptr = data; const char *ptr = data;
DWORD dxbc_size; DWORD dxbc_size;
HRESULT hr;
v->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct d3d10_effect_shader_variable)); v->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct d3d10_effect_shader_variable));
if (!v->data) if (!v->data)
@ -267,10 +274,31 @@ static HRESULT parse_shader(struct d3d10_effect_variable *v, const char *data)
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
} }
if (!ptr) return S_OK;
s = v->data;
read_dword(&ptr, &dxbc_size); read_dword(&ptr, &dxbc_size);
TRACE("dxbc size: %#x\n", dxbc_size); TRACE("dxbc size: %#x\n", dxbc_size);
return parse_dxbc(ptr, dxbc_size, shader_chunk_handler, v); switch (v->type)
{
case D3D10_EVT_VERTEXSHADER:
hr = ID3D10Device_CreateVertexShader(device, ptr, dxbc_size, &s->shader.vs);
if (FAILED(hr)) return hr;
break;
case D3D10_EVT_PIXELSHADER:
hr = ID3D10Device_CreatePixelShader(device, ptr, dxbc_size, &s->shader.ps);
if (FAILED(hr)) return hr;
break;
case D3D10_EVT_GEOMETRYSHADER:
hr = ID3D10Device_CreateGeometryShader(device, ptr, dxbc_size, &s->shader.gs);
if (FAILED(hr)) return hr;
break;
}
return parse_dxbc(ptr, dxbc_size, shader_chunk_handler, s);
} }
static HRESULT parse_fx10_variable(struct d3d10_effect_variable *v, const char *data) static HRESULT parse_fx10_variable(struct d3d10_effect_variable *v, const char *data)
@ -288,10 +316,13 @@ static HRESULT parse_fx10_variable(struct d3d10_effect_variable *v, const char *
if (offset == 1) if (offset == 1)
{ {
WARN("Skipping variable\n"); WARN("Skipping variable\n");
return S_OK; ptr = NULL;
}
else
{
ptr = data + offset;
} }
ptr = data + offset;
switch (v->type) switch (v->type)
{ {
case D3D10_EVT_VERTEXSHADER: case D3D10_EVT_VERTEXSHADER:
@ -400,6 +431,7 @@ static HRESULT parse_fx10_body(struct d3d10_effect *e, const char *data, DWORD d
struct d3d10_effect_technique *t = &e->techniques[i]; struct d3d10_effect_technique *t = &e->techniques[i];
t->vtbl = &d3d10_effect_technique_vtbl; t->vtbl = &d3d10_effect_technique_vtbl;
t->effect = e;
hr = parse_fx10_technique_index(t, &ptr); hr = parse_fx10_technique_index(t, &ptr);
if (FAILED(hr)) break; if (FAILED(hr)) break;
@ -493,8 +525,6 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
{ {
TRACE("variable %p\n", v); TRACE("variable %p\n", v);
if (!v->data) return;
switch(v->type) switch(v->type)
{ {
case D3D10_EVT_VERTEXSHADER: case D3D10_EVT_VERTEXSHADER: