d3dcompiler: Add initial RDEF parsing.
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@ -70,6 +70,11 @@ struct d3dcompiler_shader_reflection
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ID3D11ShaderReflection ID3D11ShaderReflection_iface;
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LONG refcount;
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char *creator;
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UINT flags;
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UINT bound_resource_count;
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UINT constant_buffer_count;
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UINT mov_instruction_count;
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UINT conversion_instruction_count;
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UINT instruction_count;
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@ -25,6 +25,30 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3dcompiler);
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static BOOL copy_name(const char *ptr, char **name)
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{
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size_t name_len;
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if (!ptr) return TRUE;
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name_len = strlen(ptr) + 1;
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if (name_len == 1)
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{
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return TRUE;
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}
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*name = HeapAlloc(GetProcessHeap(), 0, name_len);
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if (!*name)
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{
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ERR("Failed to allocate name memory.\n");
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return FALSE;
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}
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memcpy(*name, ptr, name_len);
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return TRUE;
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}
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static void free_signature(struct d3dcompiler_shader_signature *sig)
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{
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TRACE("Free signature %p\n", sig);
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@ -54,6 +78,8 @@ static void reflection_cleanup(struct d3dcompiler_shader_reflection *ref)
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free_signature(ref->pcsg);
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HeapFree(GetProcessHeap(), 0, ref->pcsg);
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}
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HeapFree(GetProcessHeap(), 0, ref->creator);
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}
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static inline struct d3dcompiler_shader_reflection *impl_from_ID3D11ShaderReflection(ID3D11ShaderReflection *iface)
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@ -423,6 +449,48 @@ static HRESULT d3dcompiler_parse_stat(struct d3dcompiler_shader_reflection *r, c
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return E_FAIL;
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}
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static HRESULT d3dcompiler_parse_rdef(struct d3dcompiler_shader_reflection *r, const char *data, DWORD data_size)
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{
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const char *ptr = data;
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DWORD size = data_size >> 2;
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DWORD offset;
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TRACE("Size %u\n", size);
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read_dword(&ptr, &r->constant_buffer_count);
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TRACE("Constant buffer count: %u\n", r->constant_buffer_count);
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read_dword(&ptr, &offset);
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TRACE("Constant buffer offset: %x\n", offset);
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read_dword(&ptr, &r->bound_resource_count);
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TRACE("Bound resource count: %u\n", r->bound_resource_count);
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read_dword(&ptr, &offset);
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TRACE("Bound resource offset: %x\n", offset);
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skip_dword_unknown(&ptr, 1);
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read_dword(&ptr, &r->flags);
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TRACE("Flags: %u\n", r->flags);
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read_dword(&ptr, &offset);
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TRACE("Creator at offset %#x.\n", offset);
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if (!copy_name(data + offset, &r->creator))
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{
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ERR("Failed to copy name.\n");
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return E_OUTOFMEMORY;
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}
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TRACE("Creator: %s.\n", debugstr_a(r->creator));
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/* todo: Parse D3D11_SHADER_INPUT_BIND_DESC Structure */
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/* todo: Parse Constant buffers */
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return S_OK;
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}
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HRESULT d3dcompiler_parse_signature(struct d3dcompiler_shader_signature *s, const char *data, DWORD data_size)
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{
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D3D11_SIGNATURE_PARAMETER_DESC *d;
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@ -520,6 +588,15 @@ HRESULT d3dcompiler_shader_reflection_init(struct d3dcompiler_shader_reflection
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}
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break;
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case TAG_RDEF:
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hr = d3dcompiler_parse_rdef(reflection, section->data, section->data_size);
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if (FAILED(hr))
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{
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WARN("Failed to parse RDEF section.\n");
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goto err_out;
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}
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break;
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case TAG_ISGN:
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reflection->isgn = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*reflection->isgn));
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if (!reflection->isgn)
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