wined3d: Use the input signature to setup SM4 pixel shader input semantics.

This commit is contained in:
Henri Verbeet 2014-11-04 08:47:45 +01:00 committed by Alexandre Julliard
parent a21784b116
commit 875a7c5426
6 changed files with 169 additions and 76 deletions

View File

@ -50,6 +50,7 @@ struct d3d10_device;
struct d3d10_shader_info
{
const DWORD *shader_code;
struct wined3d_shader_signature *input_signature;
struct wined3d_shader_signature *output_signature;
};

View File

@ -29,11 +29,16 @@ static HRESULT shdr_handler(const char *data, DWORD data_size, DWORD tag, void *
struct d3d10_shader_info *shader_info = ctx;
HRESULT hr;
switch(tag)
switch (tag)
{
case TAG_ISGN:
if (FAILED(hr = shader_parse_signature(data, data_size, shader_info->input_signature)))
return hr;
break;
case TAG_OSGN:
hr = shader_parse_signature(data, data_size, shader_info->output_signature);
if (FAILED(hr)) return hr;
if (FAILED(hr = shader_parse_signature(data, data_size, shader_info->output_signature)))
return hr;
break;
case TAG_SHDR:
@ -53,6 +58,7 @@ static HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, st
HRESULT hr;
shader_info->shader_code = NULL;
memset(shader_info->input_signature, 0, sizeof(*shader_info->input_signature));
memset(shader_info->output_signature, 0, sizeof(*shader_info->output_signature));
hr = parse_dxbc(dxbc, dxbc_length, shdr_handler, shader_info);
@ -61,6 +67,7 @@ static HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, st
if (FAILED(hr))
{
ERR("Failed to parse shader, hr %#x\n", hr);
shader_free_signature(shader_info->input_signature);
shader_free_signature(shader_info->output_signature);
}
@ -243,22 +250,30 @@ HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d1
const void *byte_code, SIZE_T byte_code_length)
{
struct wined3d_shader_signature output_signature;
struct wined3d_shader_signature input_signature;
struct d3d10_shader_info shader_info;
struct wined3d_shader_desc desc;
HRESULT hr;
shader->ID3D10VertexShader_iface.lpVtbl = &d3d10_vertex_shader_vtbl;
shader->refcount = 1;
shader_info.input_signature = &input_signature;
shader_info.output_signature = &output_signature;
hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
if (FAILED(hr))
if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info)))
{
ERR("Failed to extract shader, hr %#x.\n", hr);
return hr;
}
hr = wined3d_shader_create_vs(device->wined3d_device, shader_info.shader_code,
&output_signature, shader, &d3d10_vertex_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
desc.byte_code = shader_info.shader_code;
desc.input_signature = &input_signature;
desc.output_signature = &output_signature;
desc.max_version = 4;
hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader,
&d3d10_vertex_shader_wined3d_parent_ops, &shader->wined3d_shader);
shader_free_signature(&input_signature);
shader_free_signature(&output_signature);
if (FAILED(hr))
{
@ -391,22 +406,30 @@ HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct
const void *byte_code, SIZE_T byte_code_length)
{
struct wined3d_shader_signature output_signature;
struct wined3d_shader_signature input_signature;
struct d3d10_shader_info shader_info;
struct wined3d_shader_desc desc;
HRESULT hr;
shader->ID3D10GeometryShader_iface.lpVtbl = &d3d10_geometry_shader_vtbl;
shader->refcount = 1;
shader_info.input_signature = &input_signature;
shader_info.output_signature = &output_signature;
hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
if (FAILED(hr))
if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info)))
{
ERR("Failed to extract shader, hr %#x.\n", hr);
return hr;
}
hr = wined3d_shader_create_gs(device->wined3d_device, shader_info.shader_code,
&output_signature, shader, &d3d10_geometry_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
desc.byte_code = shader_info.shader_code;
desc.input_signature = &input_signature;
desc.output_signature = &output_signature;
desc.max_version = 4;
hr = wined3d_shader_create_gs(device->wined3d_device, &desc, shader,
&d3d10_geometry_shader_wined3d_parent_ops, &shader->wined3d_shader);
shader_free_signature(&input_signature);
shader_free_signature(&output_signature);
if (FAILED(hr))
{
@ -554,22 +577,30 @@ HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_
const void *byte_code, SIZE_T byte_code_length)
{
struct wined3d_shader_signature output_signature;
struct wined3d_shader_signature input_signature;
struct d3d10_shader_info shader_info;
struct wined3d_shader_desc desc;
HRESULT hr;
shader->ID3D10PixelShader_iface.lpVtbl = &d3d10_pixel_shader_vtbl;
shader->refcount = 1;
shader_info.input_signature = &input_signature;
shader_info.output_signature = &output_signature;
hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
if (FAILED(hr))
if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info)))
{
ERR("Failed to extract shader, hr %#x.\n", hr);
return hr;
}
hr = wined3d_shader_create_ps(device->wined3d_device, shader_info.shader_code,
&output_signature, shader, &d3d10_pixel_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
desc.byte_code = shader_info.shader_code;
desc.input_signature = &input_signature;
desc.output_signature = &output_signature;
desc.max_version = 4;
hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader,
&d3d10_pixel_shader_wined3d_parent_ops, &shader->wined3d_shader);
shader_free_signature(&input_signature);
shader_free_signature(&output_signature);
if (FAILED(hr))
{

View File

@ -111,11 +111,19 @@ HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_d
if (byte_code)
{
if (usage) FIXME("Usage %#x not implemented.\n", usage);
struct wined3d_shader_desc desc;
if (usage)
FIXME("Usage %#x not implemented.\n", usage);
desc.byte_code = byte_code;
desc.input_signature = NULL;
desc.output_signature = NULL;
desc.max_version = 1;
wined3d_mutex_lock();
hr = wined3d_shader_create_vs(device->wined3d_device, byte_code, NULL /* output signature */,
shader, &d3d8_vertexshader_wined3d_parent_ops, &shader->wined3d_shader, 1);
hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader,
&d3d8_vertexshader_wined3d_parent_ops, &shader->wined3d_shader);
wined3d_mutex_unlock();
if (FAILED(hr))
{
@ -152,13 +160,19 @@ static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops =
HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device,
const DWORD *byte_code, DWORD shader_handle)
{
struct wined3d_shader_desc desc;
HRESULT hr;
shader->handle = shader_handle;
desc.byte_code = byte_code;
desc.input_signature = NULL;
desc.output_signature = NULL;
desc.max_version = 1;
wined3d_mutex_lock();
hr = wined3d_shader_create_ps(device->wined3d_device, byte_code, NULL, shader,
&d3d8_pixelshader_wined3d_parent_ops, &shader->wined3d_shader, 1);
hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader,
&d3d8_pixelshader_wined3d_parent_ops, &shader->wined3d_shader);
wined3d_mutex_unlock();
if (FAILED(hr))
{

View File

@ -136,14 +136,20 @@ static const struct wined3d_parent_ops d3d9_vertexshader_wined3d_parent_ops =
HRESULT vertexshader_init(struct d3d9_vertexshader *shader, struct d3d9_device *device, const DWORD *byte_code)
{
struct wined3d_shader_desc desc;
HRESULT hr;
shader->refcount = 1;
shader->IDirect3DVertexShader9_iface.lpVtbl = &d3d9_vertexshader_vtbl;
desc.byte_code = byte_code;
desc.input_signature = NULL;
desc.output_signature = NULL;
desc.max_version = 3;
wined3d_mutex_lock();
hr = wined3d_shader_create_vs(device->wined3d_device, byte_code, NULL,
shader, &d3d9_vertexshader_wined3d_parent_ops, &shader->wined3d_shader, 3);
hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader,
&d3d9_vertexshader_wined3d_parent_ops, &shader->wined3d_shader);
wined3d_mutex_unlock();
if (FAILED(hr))
{
@ -280,14 +286,20 @@ static const struct wined3d_parent_ops d3d9_pixelshader_wined3d_parent_ops =
HRESULT pixelshader_init(struct d3d9_pixelshader *shader, struct d3d9_device *device, const DWORD *byte_code)
{
struct wined3d_shader_desc desc;
HRESULT hr;
shader->refcount = 1;
shader->IDirect3DPixelShader9_iface.lpVtbl = &d3d9_pixelshader_vtbl;
desc.byte_code = byte_code;
desc.input_signature = NULL;
desc.output_signature = NULL;
desc.max_version = 3;
wined3d_mutex_lock();
hr = wined3d_shader_create_ps(device->wined3d_device, byte_code, NULL, shader,
&d3d9_pixelshader_wined3d_parent_ops, &shader->wined3d_shader, 3);
hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader,
&d3d9_pixelshader_wined3d_parent_ops, &shader->wined3d_shader);
wined3d_mutex_unlock();
if (FAILED(hr))
{

View File

@ -1978,8 +1978,7 @@ BOOL vshader_get_input(const struct wined3d_shader *shader,
}
static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
{
struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
unsigned int i;
@ -1987,12 +1986,12 @@ static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_d
WORD map;
const DWORD vs_uniform_count = device->adapter->d3d_info.limits.vs_uniform_count;
if (!byte_code) return WINED3DERR_INVALIDCALL;
if (!desc->byte_code)
return WINED3DERR_INVALIDCALL;
shader_init(shader, device, parent, parent_ops);
hr = shader_set_function(shader, byte_code, output_signature, vs_uniform_count,
WINED3D_SHADER_TYPE_VERTEX, max_version);
if (FAILED(hr))
if (FAILED(hr = shader_set_function(shader, desc->byte_code, desc->output_signature,
vs_uniform_count, WINED3D_SHADER_TYPE_VERTEX, desc->max_version)))
{
WARN("Failed to set function, hr %#x.\n", hr);
shader_cleanup(shader);
@ -2010,16 +2009,16 @@ static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_d
shader->u.vs.attributes[i].usage_idx = shader->input_signature[i].semantic_idx;
}
if (output_signature)
if (desc->output_signature)
{
struct wined3d_shader_signature_element *e;
SIZE_T total, len;
char *ptr;
total = 0;
for (i = 0; i < output_signature->element_count; ++i)
for (i = 0; i < desc->output_signature->element_count; ++i)
{
e = &output_signature->elements[i];
e = &desc->output_signature->elements[i];
len = strlen(e->semantic_name);
if (len >= ~(SIZE_T)0 - total)
{
@ -2037,9 +2036,9 @@ static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_d
}
ptr = shader->signature_strings;
for (i = 0; i < output_signature->element_count; ++i)
for (i = 0; i < desc->output_signature->element_count; ++i)
{
e = &output_signature->elements[i];
e = &desc->output_signature->elements[i];
reg_maps->output_registers |= 1 << e->register_idx;
shader->output_signature[e->register_idx] = *e;
@ -2057,15 +2056,13 @@ static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_d
}
static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
{
HRESULT hr;
shader_init(shader, device, parent, parent_ops);
hr = shader_set_function(shader, byte_code, output_signature, 0,
WINED3D_SHADER_TYPE_GEOMETRY, max_version);
if (FAILED(hr))
if (FAILED(hr = shader_set_function(shader, desc->byte_code, desc->output_signature,
0, WINED3D_SHADER_TYPE_GEOMETRY, desc->max_version)))
{
WARN("Failed to set function, hr %#x.\n", hr);
shader_cleanup(shader);
@ -2252,20 +2249,19 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
}
static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
unsigned int i, highest_reg_used = 0, num_regs_used = 0;
HRESULT hr;
const DWORD ps_uniform_count = device->adapter->d3d_info.limits.ps_uniform_count;
if (!byte_code) return WINED3DERR_INVALIDCALL;
if (!desc->byte_code)
return WINED3DERR_INVALIDCALL;
shader_init(shader, device, parent, parent_ops);
hr = shader_set_function(shader, byte_code, output_signature, ps_uniform_count,
WINED3D_SHADER_TYPE_PIXEL, max_version);
if (FAILED(hr))
if (FAILED(hr = shader_set_function(shader, desc->byte_code, desc->output_signature,
ps_uniform_count, WINED3D_SHADER_TYPE_PIXEL, desc->max_version)))
{
WARN("Failed to set function, hr %#x.\n", hr);
shader_cleanup(shader);
@ -2314,6 +2310,46 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de
shader->load_local_constsF = shader->lconst_inf_or_nan;
if (desc->input_signature)
{
struct wined3d_shader_signature_element *e;
SIZE_T total, len;
char *ptr;
total = 0;
for (i = 0; i < desc->input_signature->element_count; ++i)
{
e = &desc->input_signature->elements[i];
len = strlen(e->semantic_name);
if (len >= ~(SIZE_T)0 - total)
{
shader_cleanup(shader);
return E_OUTOFMEMORY;
}
total += len + 1;
}
if (!(shader->signature_strings = HeapAlloc(GetProcessHeap(), 0, total)))
{
shader_cleanup(shader);
return E_OUTOFMEMORY;
}
ptr = shader->signature_strings;
for (i = 0; i < desc->input_signature->element_count; ++i)
{
e = &desc->input_signature->elements[i];
shader->reg_maps.input_registers |= 1 << e->register_idx;
shader->input_signature[e->register_idx] = *e;
len = strlen(e->semantic_name);
memcpy(ptr, e->semantic_name, len + 1);
shader->output_signature[e->register_idx].semantic_name = ptr;
ptr += len + 1;
}
}
return WINED3D_OK;
}
@ -2347,22 +2383,20 @@ void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types)
}
}
HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const DWORD *byte_code,
const struct wined3d_shader_signature *output_signature, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
{
struct wined3d_shader *object;
HRESULT hr;
TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
device, byte_code, output_signature, parent, parent_ops, shader);
TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
device, desc, parent, parent_ops, shader);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
return E_OUTOFMEMORY;
hr = geometryshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
if (FAILED(hr))
if (FAILED(hr = geometryshader_init(object, device, desc, parent, parent_ops)))
{
WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
@ -2375,22 +2409,20 @@ HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const DWOR
return WINED3D_OK;
}
HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWORD *byte_code,
const struct wined3d_shader_signature *output_signature, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
{
struct wined3d_shader *object;
HRESULT hr;
TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
device, byte_code, output_signature, parent, parent_ops, shader);
TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
device, desc, parent, parent_ops, shader);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
return E_OUTOFMEMORY;
hr = pixelshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
if (FAILED(hr))
if (FAILED(hr = pixelshader_init(object, device, desc, parent, parent_ops)))
{
WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
@ -2403,22 +2435,20 @@ HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWOR
return WINED3D_OK;
}
HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const DWORD *byte_code,
const struct wined3d_shader_signature *output_signature, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
{
struct wined3d_shader *object;
HRESULT hr;
TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
device, byte_code, output_signature, parent, parent_ops, shader);
TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
device, desc, parent, parent_ops, shader);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
return E_OUTOFMEMORY;
hr = vertexshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
if (FAILED(hr))
if (FAILED(hr = vertexshader_init(object, device, desc, parent, parent_ops)))
{
WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);

View File

@ -1972,6 +1972,14 @@ struct wined3d_shader_signature
struct wined3d_shader_signature_element *elements;
};
struct wined3d_shader_desc
{
const DWORD *byte_code;
const struct wined3d_shader_signature *input_signature;
const struct wined3d_shader_signature *output_signature;
unsigned int max_version;
};
struct wined3d_parent_ops
{
void (__stdcall *wined3d_object_destroyed)(void *parent);
@ -2411,15 +2419,12 @@ ULONG __cdecl wined3d_sampler_decref(struct wined3d_sampler *sampler);
void * __cdecl wined3d_sampler_get_parent(const struct wined3d_sampler *sampler);
ULONG __cdecl wined3d_sampler_incref(struct wined3d_sampler *sampler);
HRESULT __cdecl wined3d_shader_create_gs(struct wined3d_device *device, const DWORD *byte_code,
const struct wined3d_shader_signature *output_signature, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version);
HRESULT __cdecl wined3d_shader_create_ps(struct wined3d_device *device, const DWORD *byte_code,
const struct wined3d_shader_signature *output_signature, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version);
HRESULT __cdecl wined3d_shader_create_vs(struct wined3d_device *device, const DWORD *byte_code,
const struct wined3d_shader_signature *output_signature, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version);
HRESULT __cdecl wined3d_shader_create_gs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader);
HRESULT __cdecl wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader);
HRESULT __cdecl wined3d_shader_create_vs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader);
ULONG __cdecl wined3d_shader_decref(struct wined3d_shader *shader);
HRESULT __cdecl wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
void *byte_code, UINT *byte_code_size);