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>
This commit is contained in:
Nikolay Sivov 2022-01-19 13:29:05 +03:00 committed by Alexandre Julliard
parent f32a9d1e20
commit 62b367fb65
2 changed files with 23 additions and 18 deletions

View File

@ -263,6 +263,13 @@ enum d3d10_effect_flags
D3D10_EFFECT_IS_POOL = 0x2,
};
struct d3d10_effect_var_array
{
struct d3d10_effect_variable **v;
unsigned int current;
unsigned int count;
};
/* ID3D10Effect */
struct d3d10_effect
{
@ -287,18 +294,16 @@ struct d3d10_effect
DWORD samplerstate_count;
DWORD rendertargetview_count;
DWORD depthstencilview_count;
DWORD used_shader_count;
DWORD anonymous_shader_count;
DWORD flags;
DWORD used_shader_current;
DWORD anonymous_shader_current;
struct wine_rb_tree types;
struct d3d10_effect_variable *local_buffers;
struct d3d10_effect_variable *local_variables;
struct d3d10_effect_anonymous_shader *anonymous_shaders;
struct d3d10_effect_variable **used_shaders;
struct d3d10_effect_var_array shaders;
struct d3d10_effect_technique *techniques;
};

View File

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