d3d10/effect: Add a structure to keep shader variables references.
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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@ -263,6 +263,13 @@ enum d3d10_effect_flags
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D3D10_EFFECT_IS_POOL = 0x2,
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};
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struct d3d10_effect_var_array
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{
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struct d3d10_effect_variable **v;
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unsigned int current;
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unsigned int count;
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};
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/* ID3D10Effect */
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struct d3d10_effect
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{
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@ -287,18 +294,16 @@ struct d3d10_effect
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DWORD samplerstate_count;
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DWORD rendertargetview_count;
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DWORD depthstencilview_count;
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DWORD used_shader_count;
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DWORD anonymous_shader_count;
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DWORD flags;
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DWORD used_shader_current;
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DWORD anonymous_shader_current;
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struct wine_rb_tree types;
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struct d3d10_effect_variable *local_buffers;
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struct d3d10_effect_variable *local_variables;
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struct d3d10_effect_anonymous_shader *anonymous_shaders;
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struct d3d10_effect_variable **used_shaders;
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struct d3d10_effect_var_array shaders;
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struct d3d10_effect_technique *techniques;
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};
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@ -1235,14 +1235,14 @@ static HRESULT parse_fx10_shader(const char *data, size_t data_size, DWORD offse
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const char *ptr;
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HRESULT hr;
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if (v->effect->used_shader_current >= v->effect->used_shader_count)
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if (v->effect->shaders.current >= v->effect->shaders.count)
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{
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WARN("Invalid shader? Used shader current(%u) >= used shader count(%u)\n", v->effect->used_shader_current, v->effect->used_shader_count);
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WARN("Invalid effect? Used shader current(%u) >= used shader count(%u)\n",
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v->effect->shaders.current, v->effect->shaders.count);
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return E_FAIL;
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}
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v->effect->used_shaders[v->effect->used_shader_current] = v;
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++v->effect->used_shader_current;
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v->effect->shaders.v[v->effect->shaders.current++] = v;
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if (offset >= data_size || !require_space(offset, 1, sizeof(dxbc_size), data_size))
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{
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@ -3552,7 +3552,7 @@ static HRESULT parse_fx10_body(struct d3d10_effect *e, const char *data, DWORD d
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return E_OUTOFMEMORY;
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}
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if (!(e->used_shaders = heap_calloc(e->used_shader_count, sizeof(*e->used_shaders))))
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if (!(e->shaders.v = heap_calloc(e->shaders.count, sizeof(*e->shaders.v))))
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{
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ERR("Failed to allocate used shaders memory\n");
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return E_OUTOFMEMORY;
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@ -3698,8 +3698,8 @@ static HRESULT parse_fx10(struct d3d10_effect *e, const char *data, DWORD data_s
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read_dword(&ptr, &e->depthstencilview_count);
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TRACE("Depthstencilview count: %u\n", e->depthstencilview_count);
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read_dword(&ptr, &e->used_shader_count);
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TRACE("Used shader count: %u\n", e->used_shader_count);
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read_dword(&ptr, &e->shaders.count);
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TRACE("Used shader count: %u\n", e->shaders.count);
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read_dword(&ptr, &e->anonymous_shader_count);
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TRACE("Anonymous shader count: %u\n", e->anonymous_shader_count);
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@ -3999,7 +3999,7 @@ static ULONG STDMETHODCALLTYPE d3d10_effect_Release(ID3D10Effect *iface)
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heap_free(This->anonymous_shaders);
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}
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heap_free(This->used_shaders);
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heap_free(This->shaders.v);
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wine_rb_destroy(&This->types, d3d10_effect_type_destroy, NULL);
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@ -4312,9 +4312,9 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_Optimize(ID3D10Effect *iface)
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if (effect->flags & D3D10_EFFECT_OPTIMIZED)
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return S_OK;
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for (i = 0; i < effect->used_shader_count; ++i)
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for (i = 0; i < effect->shaders.count; ++i)
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{
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v = effect->used_shaders[i];
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v = effect->shaders.v[i];
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if (v->u.shader.reflection)
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{
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@ -8065,19 +8065,19 @@ static HRESULT d3d10_get_shader_variable(struct d3d10_effect_variable *v, UINT s
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/* Index is used as an offset from this variable. */
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for (i = 0; i < v->effect->used_shader_count; ++i)
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for (i = 0; i < v->effect->shaders.count; ++i)
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{
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if (v == v->effect->used_shaders[i]) break;
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if (v == v->effect->shaders.v[i]) break;
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}
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if (i + shader_index >= v->effect->used_shader_count)
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if (i + shader_index >= v->effect->shaders.count)
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{
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WARN("Invalid shader index %u.\n", shader_index);
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return E_FAIL;
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}
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*s = &v->effect->used_shaders[i + shader_index]->u.shader;
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if (basetype) *basetype = v->effect->used_shaders[i + shader_index]->type->basetype;
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*s = &v->effect->shaders.v[i + shader_index]->u.shader;
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if (basetype) *basetype = v->effect->shaders.v[i + shader_index]->type->basetype;
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return S_OK;
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}
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