d3dx9: Use the original bytecode in D3DXGetShaderSamplers() instead of using a constant table.
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@ -1273,50 +1273,40 @@ HRESULT WINAPI D3DXGetShaderConstantTable(CONST DWORD* byte_code,
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HRESULT WINAPI D3DXGetShaderSamplers(CONST DWORD *byte_code, LPCSTR *samplers, UINT *count)
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HRESULT WINAPI D3DXGetShaderSamplers(CONST DWORD *byte_code, LPCSTR *samplers, UINT *count)
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{
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{
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HRESULT hr;
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HRESULT hr;
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LPD3DXCONSTANTTABLE constant_table = NULL;
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D3DXCONSTANTTABLE_DESC constant_table_desc;
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UINT i, sampler_count = 0;
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UINT i, sampler_count = 0;
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UINT size;
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LPCSTR data;
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const D3DXSHADER_CONSTANTTABLE *ctab_header;
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const D3DXSHADER_CONSTANTINFO *constant_info;
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TRACE("byte_code %p, samplers %p, count %p\n", byte_code, samplers, count);
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TRACE("byte_code %p, samplers %p, count %p\n", byte_code, samplers, count);
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if (count) *count = 0;
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if (count) *count = 0;
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hr = D3DXGetShaderConstantTable(byte_code, &constant_table);
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hr = D3DXFindShaderComment(byte_code, MAKEFOURCC('C','T','A','B'), (LPCVOID *)&data, &size);
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if (hr != D3D_OK)
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if (hr != D3D_OK) return D3D_OK;
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{
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WARN("Failed to get constant table\n");
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/* no samplers found, all is fine */
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if (size < sizeof(D3DXSHADER_CONSTANTTABLE)) return D3D_OK;
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return D3D_OK;
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}
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hr = ID3DXConstantTable_GetDesc(constant_table, &constant_table_desc);
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ctab_header = (const D3DXSHADER_CONSTANTTABLE *)data;
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if (hr != D3D_OK)
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if (ctab_header->Size != sizeof(*ctab_header)) return D3D_OK;
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{
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WARN("Failed to get constant table desc\n");
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goto err_out;
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}
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for (i = 0; i < constant_table_desc.Constants; ++i)
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constant_info = (D3DXSHADER_CONSTANTINFO *)(data + ctab_header->ConstantInfo);
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for (i = 0; i < ctab_header->Constants; i++)
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{
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{
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D3DXHANDLE handle = ID3DXConstantTable_GetConstant(constant_table, NULL, i);
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const D3DXSHADER_TYPEINFO *type;
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D3DXCONSTANT_DESC constant_desc;
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UINT size;
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hr = ID3DXConstantTable_GetConstantDesc(constant_table, handle, &constant_desc, &size);
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TRACE("name = %s\n", data + constant_info[i].Name);
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if (hr != D3D_OK)
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{
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WARN("Failed to get constant desc\n");
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goto err_out;
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}
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if (constant_desc.Type == D3DXPT_SAMPLER
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type = (D3DXSHADER_TYPEINFO *)(data + constant_info[i].TypeInfo);
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|| constant_desc.Type == D3DXPT_SAMPLER1D
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|| constant_desc.Type == D3DXPT_SAMPLER2D
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if (type->Type == D3DXPT_SAMPLER
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|| constant_desc.Type == D3DXPT_SAMPLER3D
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|| type->Type == D3DXPT_SAMPLER1D
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|| constant_desc.Type == D3DXPT_SAMPLERCUBE)
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|| type->Type == D3DXPT_SAMPLER2D
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|| type->Type == D3DXPT_SAMPLER3D
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|| type->Type == D3DXPT_SAMPLERCUBE)
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{
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{
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if (samplers) samplers[sampler_count] = constant_desc.Name;
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if (samplers) samplers[sampler_count] = data + constant_info[i].Name;
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++sampler_count;
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++sampler_count;
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}
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}
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@ -1324,10 +1314,7 @@ HRESULT WINAPI D3DXGetShaderSamplers(CONST DWORD *byte_code, LPCSTR *samplers, U
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TRACE("Found %u samplers\n", sampler_count);
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TRACE("Found %u samplers\n", sampler_count);
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err_out:
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if (count) *count = sampler_count;
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if (count) *count = sampler_count;
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if (constant_table) ID3DXConstantTable_Release(constant_table);
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return hr;
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return D3D_OK;
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}
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}
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@ -768,6 +768,7 @@ static const DWORD get_shader_samplers_blob[] =
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static void test_get_shader_samplers(void)
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static void test_get_shader_samplers(void)
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{
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{
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LPCSTR samplers[16] = {NULL}; /* maximum number of sampler registers v/ps 3.0 = 16 */
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LPCSTR samplers[16] = {NULL}; /* maximum number of sampler registers v/ps 3.0 = 16 */
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LPCSTR sampler_orig;
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UINT count = 2;
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UINT count = 2;
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HRESULT hr;
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HRESULT hr;
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@ -785,11 +786,22 @@ static void test_get_shader_samplers(void)
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hr = D3DXGetShaderSamplers(get_shader_samplers_blob, samplers, NULL);
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hr = D3DXGetShaderSamplers(get_shader_samplers_blob, samplers, NULL);
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ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK);
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ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK);
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ok(!strcmp(samplers[0], "s"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[0], "s");
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/* check that sampler points to shader blob */
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ok(!strcmp(samplers[1], "s1D"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[1], "s1D");
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sampler_orig = (LPCSTR)&get_shader_samplers_blob[0x2E];
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ok(!strcmp(samplers[2], "s2D"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[2], "s2D");
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ok(sampler_orig == samplers[0], "D3DXGetShaderSamplers failed, got %p, expected %p\n", samplers[0], sampler_orig);
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ok(!strcmp(samplers[3], "s3D"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[3], "s3D");
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ok(!strcmp(samplers[4], "scube"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[4], "scube");
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sampler_orig = (LPCSTR)&get_shader_samplers_blob[0x33];
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ok(sampler_orig == samplers[1], "D3DXGetShaderSamplers failed, got %p, expected %p\n", samplers[1], sampler_orig);
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sampler_orig = (LPCSTR)&get_shader_samplers_blob[0x38];
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ok(sampler_orig == samplers[2], "D3DXGetShaderSamplers failed, got %p, expected %p\n", samplers[2], sampler_orig);
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sampler_orig = (LPCSTR)&get_shader_samplers_blob[0x3D];
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ok(sampler_orig == samplers[3], "D3DXGetShaderSamplers failed, got %p, expected %p\n", samplers[3], sampler_orig);
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sampler_orig = (LPCSTR)&get_shader_samplers_blob[0x42];
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ok(sampler_orig == samplers[4], "D3DXGetShaderSamplers failed, got %p, expected %p\n", samplers[4], sampler_orig);
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ok(!strcmp(samplers[5], "dummy"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[5], "dummy");
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ok(!strcmp(samplers[5], "dummy"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[5], "dummy");
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/* reset samplers */
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/* reset samplers */
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@ -804,12 +816,33 @@ static void test_get_shader_samplers(void)
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ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK);
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ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK);
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ok(count == 5, "D3DXGetShaderSamplers failed, got %u, expected %u\n", count, 5);
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ok(count == 5, "D3DXGetShaderSamplers failed, got %u, expected %u\n", count, 5);
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ok(!strcmp(samplers[0], "s"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[0], "s");
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/* check that sampler points to shader blob */
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ok(!strcmp(samplers[1], "s1D"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[1], "s1D");
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sampler_orig = (LPCSTR)&get_shader_samplers_blob[0x2E];
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ok(!strcmp(samplers[2], "s2D"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[2], "s2D");
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ok(sampler_orig == samplers[0], "D3DXGetShaderSamplers failed, got %p, expected %p\n", samplers[0], sampler_orig);
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ok(!strcmp(samplers[3], "s3D"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[3], "s3D");
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ok(!strcmp(samplers[4], "scube"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[4], "scube");
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sampler_orig = (LPCSTR)&get_shader_samplers_blob[0x33];
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ok(sampler_orig == samplers[1], "D3DXGetShaderSamplers failed, got %p, expected %p\n", samplers[1], sampler_orig);
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sampler_orig = (LPCSTR)&get_shader_samplers_blob[0x38];
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ok(sampler_orig == samplers[2], "D3DXGetShaderSamplers failed, got %p, expected %p\n", samplers[2], sampler_orig);
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sampler_orig = (LPCSTR)&get_shader_samplers_blob[0x3D];
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ok(sampler_orig == samplers[3], "D3DXGetShaderSamplers failed, got %p, expected %p\n", samplers[3], sampler_orig);
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sampler_orig = (LPCSTR)&get_shader_samplers_blob[0x42];
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ok(sampler_orig == samplers[4], "D3DXGetShaderSamplers failed, got %p, expected %p\n", samplers[4], sampler_orig);
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ok(!strcmp(samplers[5], "dummy"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[5], "dummy");
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ok(!strcmp(samplers[5], "dummy"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[5], "dummy");
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/* check without ctab */
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hr = D3DXGetShaderSamplers(simple_vs, samplers, &count);
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ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK);
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ok(count == 0, "D3DXGetShaderSamplers failed, got %u, expected %u\n", count, 0);
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/* check invalid ctab */
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hr = D3DXGetShaderSamplers(shader_with_invalid_ctab, samplers, &count);
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ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK);
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ok(count == 0, "D3DXGetShaderSamplers failed, got %u, expected %u\n", count, 0);
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}
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}
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START_TEST(shader)
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START_TEST(shader)
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