d3d11: Factor out shader_find_signature_element() function.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -353,6 +353,8 @@ HRESULT d3d11_compute_shader_create(struct d3d_device *device, const void *byte_
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struct d3d11_compute_shader *unsafe_impl_from_ID3D11ComputeShader(ID3D11ComputeShader *iface) DECLSPEC_HIDDEN;
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struct d3d11_compute_shader *unsafe_impl_from_ID3D11ComputeShader(ID3D11ComputeShader *iface) DECLSPEC_HIDDEN;
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HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
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HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
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struct wined3d_shader_signature_element *shader_find_signature_element(const struct wined3d_shader_signature *s,
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const char *semantic_name, unsigned int semantic_idx) DECLSPEC_HIDDEN;
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void shader_free_signature(struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
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void shader_free_signature(struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
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/* ID3D11ClassLinkage */
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/* ID3D11ClassLinkage */
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@ -65,7 +65,7 @@ static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEME
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{
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{
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struct wined3d_vertex_element *e = &(*wined3d_elements)[i];
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struct wined3d_vertex_element *e = &(*wined3d_elements)[i];
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const D3D11_INPUT_ELEMENT_DESC *f = &element_descs[i];
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const D3D11_INPUT_ELEMENT_DESC *f = &element_descs[i];
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unsigned int j;
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struct wined3d_shader_signature_element *element;
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e->format = wined3dformat_from_dxgi_format(f->Format);
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e->format = wined3dformat_from_dxgi_format(f->Format);
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e->input_slot = f->InputSlot;
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e->input_slot = f->InputSlot;
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@ -77,17 +77,9 @@ static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEME
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e->usage = 0;
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e->usage = 0;
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e->usage_idx = 0;
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e->usage_idx = 0;
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for (j = 0; j < is.element_count; ++j)
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if ((element = shader_find_signature_element(&is, f->SemanticName, f->SemanticIndex)))
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{
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e->output_slot = element->register_idx;
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if (!strcasecmp(element_descs[i].SemanticName, is.elements[j].semantic_name)
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else
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&& element_descs[i].SemanticIndex == is.elements[j].semantic_idx)
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{
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e->output_slot = is.elements[j].register_idx;
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break;
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}
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}
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if (e->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
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WARN("Unused input element %u.\n", i);
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WARN("Unused input element %u.\n", i);
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}
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}
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@ -226,6 +226,21 @@ HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d
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return S_OK;
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return S_OK;
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}
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}
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struct wined3d_shader_signature_element *shader_find_signature_element(const struct wined3d_shader_signature *s,
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const char *semantic_name, unsigned int semantic_idx)
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{
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struct wined3d_shader_signature_element *e = s->elements;
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unsigned int i;
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for (i = 0; i < s->element_count; ++i)
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{
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if (!strcasecmp(e[i].semantic_name, semantic_name) && e[i].semantic_idx == semantic_idx)
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return &e[i];
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}
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return NULL;
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}
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void shader_free_signature(struct wined3d_shader_signature *s)
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void shader_free_signature(struct wined3d_shader_signature *s)
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{
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{
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HeapFree(GetProcessHeap(), 0, s->elements);
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HeapFree(GetProcessHeap(), 0, s->elements);
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