d3d10: Parse local_variables.
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@ -154,7 +154,7 @@ struct d3d10_effect
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DWORD version;
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DWORD local_buffer_count;
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DWORD variable_count;
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DWORD object_count;
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DWORD local_variable_count;
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DWORD sharedbuffers_count;
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DWORD sharedobjects_count;
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DWORD technique_count;
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@ -171,6 +171,7 @@ struct d3d10_effect
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struct wine_rb_tree types;
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struct d3d10_effect_variable *local_buffers;
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struct d3d10_effect_variable *local_variables;
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struct d3d10_effect_technique *techniques;
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};
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@ -967,6 +967,95 @@ static HRESULT parse_fx10_variable(struct d3d10_effect_variable *v, const char *
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return S_OK;
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}
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static HRESULT parse_fx10_local_variable(struct d3d10_effect_variable *v, const char **ptr, const char *data)
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{
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unsigned int i;
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HRESULT hr;
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hr = parse_fx10_variable_head(v, ptr, data);
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if (FAILED(hr)) return hr;
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skip_dword_unknown(ptr, 2);
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switch (v->type->basetype)
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{
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case D3D10_SVT_TEXTURE1D:
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case D3D10_SVT_TEXTURE1DARRAY:
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case D3D10_SVT_TEXTURE2D:
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case D3D10_SVT_TEXTURE2DARRAY:
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case D3D10_SVT_TEXTURE2DMS:
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case D3D10_SVT_TEXTURE2DMSARRAY:
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case D3D10_SVT_TEXTURE3D:
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case D3D10_SVT_TEXTURECUBE:
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case D3D10_SVT_RENDERTARGETVIEW:
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case D3D10_SVT_DEPTHSTENCILVIEW:
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TRACE("SVT could not have elements.\n");
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break;
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case D3D10_SVT_VERTEXSHADER:
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case D3D10_SVT_PIXELSHADER:
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case D3D10_SVT_GEOMETRYSHADER:
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TRACE("SVT is a shader.\n");
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for (i = 0; i < max(v->type->element_count, 1); ++i)
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{
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DWORD shader_offset;
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/*
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* TODO: Parse the shader
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*/
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read_dword(ptr, &shader_offset);
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FIXME("Shader offset: %#x.\n", shader_offset);
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}
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break;
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case D3D10_SVT_DEPTHSTENCIL:
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case D3D10_SVT_BLEND:
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case D3D10_SVT_RASTERIZER:
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case D3D10_SVT_SAMPLER:
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TRACE("SVT is a state.\n");
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for (i = 0; i < max(v->type->element_count, 1); ++i)
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{
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unsigned int j;
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DWORD object_count;
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read_dword(ptr, &object_count);
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TRACE("Object count: %#x.\n", object_count);
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for (j = 0; j < object_count; ++j)
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{
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skip_dword_unknown(ptr, 4);
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}
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}
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break;
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default:
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FIXME("Unhandled case %s.\n", debug_d3d10_shader_variable_type(v->type->basetype));
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return E_FAIL;
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}
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read_dword(ptr, &v->annotation_count);
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TRACE("Variable has %u annotations.\n", v->annotation_count);
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v->annotations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, v->annotation_count * sizeof(*v->annotations));
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if (!v->annotations)
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{
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ERR("Failed to allocate variable annotations memory.\n");
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return E_OUTOFMEMORY;
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}
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for (i = 0; i < v->annotation_count; ++i)
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{
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struct d3d10_effect_variable *a = &v->annotations[i];
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a->effect = v->effect;
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hr = parse_fx10_annotation(a, ptr, data);
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if (FAILED(hr)) return hr;
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}
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return S_OK;
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}
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static HRESULT parse_fx10_local_buffer(struct d3d10_effect_variable *l, const char **ptr, const char *data)
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{
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unsigned int i;
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@ -1188,6 +1277,13 @@ static HRESULT parse_fx10_body(struct d3d10_effect *e, const char *data, DWORD d
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return E_OUTOFMEMORY;
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}
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e->local_variables = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, e->local_variable_count * sizeof(*e->local_variables));
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if (!e->local_variables)
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{
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ERR("Failed to allocate local variable memory.\n");
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return E_OUTOFMEMORY;
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}
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e->techniques = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, e->technique_count * sizeof(*e->techniques));
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if (!e->techniques)
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{
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@ -1206,6 +1302,17 @@ static HRESULT parse_fx10_body(struct d3d10_effect *e, const char *data, DWORD d
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if (FAILED(hr)) return hr;
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}
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for (i = 0; i < e->local_variable_count; ++i)
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{
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struct d3d10_effect_variable *v = &e->local_variables[i];
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v->effect = e;
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v->vtbl = &d3d10_effect_variable_vtbl;
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hr = parse_fx10_local_variable(v, &ptr, data);
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if (FAILED(hr)) return hr;
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}
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for (i = 0; i < e->technique_count; ++i)
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{
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struct d3d10_effect_technique *t = &e->techniques[i];
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@ -1235,8 +1342,8 @@ static HRESULT parse_fx10(struct d3d10_effect *e, const char *data, DWORD data_s
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read_dword(&ptr, &e->variable_count);
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TRACE("Variable count: %u\n", e->variable_count);
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read_dword(&ptr, &e->object_count);
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TRACE("Object count: %u\n", e->object_count);
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read_dword(&ptr, &e->local_variable_count);
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TRACE("Object count: %u\n", e->local_variable_count);
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read_dword(&ptr, &e->sharedbuffers_count);
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TRACE("Sharedbuffers count: %u\n", e->sharedbuffers_count);
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@ -1533,6 +1640,15 @@ static ULONG STDMETHODCALLTYPE d3d10_effect_Release(ID3D10Effect *iface)
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HeapFree(GetProcessHeap(), 0, This->techniques);
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}
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if (This->local_variables)
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{
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for (i = 0; i < This->local_variable_count; ++i)
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{
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d3d10_effect_variable_destroy(&This->local_variables[i]);
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}
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HeapFree(GetProcessHeap(), 0, &This->local_variables);
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}
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if (This->local_buffers)
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{
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for (i = 0; i < This->local_buffer_count; ++i)
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