d3d10core: Parse pixelshader output signatures and pass them to CreatePixelShader().
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@ -39,8 +39,15 @@
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((DWORD)(ch2) << 16) | ((DWORD)(ch3) << 24 ))
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#define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C')
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#define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N')
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#define TAG_OSGN MAKE_TAG('O', 'S', 'G', 'N')
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#define TAG_SHDR MAKE_TAG('S', 'H', 'D', 'R')
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struct d3d10_shader_info
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{
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const DWORD *shader_code;
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struct wined3d_shader_signature *output_signature;
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};
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/* TRACE helper functions */
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const char *debug_d3d10_primitive_topology(D3D10_PRIMITIVE_TOPOLOGY topology);
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const char *debug_dxgi_format(DXGI_FORMAT format);
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@ -152,9 +159,10 @@ struct d3d10_pixel_shader
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LONG refcount;
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IWineD3DPixelShader *wined3d_shader;
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struct wined3d_shader_signature output_signature;
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};
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HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, const DWORD **shader_code);
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HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, struct d3d10_shader_info *shader_info);
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HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d_shader_signature *s);
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void shader_free_signature(struct wined3d_shader_signature *s);
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@ -1025,19 +1025,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *if
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{
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struct d3d10_device *This = (struct d3d10_device *)iface;
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struct d3d10_pixel_shader *object;
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const DWORD *shader_code;
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struct d3d10_shader_info shader_info;
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HRESULT hr;
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TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p\n",
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iface, byte_code, byte_code_length, shader);
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hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_code);
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if (FAILED(hr))
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{
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ERR("Failed to extract shader, hr %#x\n", hr);
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return hr;
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}
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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@ -1048,11 +1041,22 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *if
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object->vtbl = &d3d10_pixel_shader_vtbl;
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object->refcount = 1;
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shader_info.output_signature = &object->output_signature;
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hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
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if (FAILED(hr))
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{
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ERR("Failed to extract shader, hr %#x\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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hr = IWineD3DDevice_CreatePixelShader(This->wined3d_device,
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shader_code, NULL, &object->wined3d_shader, (IUnknown *)object);
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shader_info.shader_code, &object->output_signature,
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&object->wined3d_shader, (IUnknown *)object);
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if (FAILED(hr))
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{
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ERR("CreatePixelShader failed, hr %#x\n", hr);
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shader_free_signature(&object->output_signature);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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@ -26,31 +26,46 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
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static HRESULT shdr_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
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{
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const DWORD **shader_data = ctx;
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struct d3d10_shader_info *shader_info = ctx;
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char tag_str[5];
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HRESULT hr;
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switch(tag)
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{
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case TAG_OSGN:
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hr = shader_parse_signature(data, data_size, shader_info->output_signature);
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if (FAILED(hr)) return hr;
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break;
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case TAG_SHDR:
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*shader_data = (const DWORD *)data;
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return S_OK;
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shader_info->shader_code = (const DWORD *)data;
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break;
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default:
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memcpy(tag_str, &tag, 4);
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tag_str[4] = '\0';
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FIXME("Unhandled chunk %s\n", tag_str);
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return S_OK;
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break;
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}
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return S_OK;
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}
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HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, const DWORD **shader_code)
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HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, struct d3d10_shader_info *shader_info)
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{
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HRESULT hr;
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hr = parse_dxbc(dxbc, dxbc_length, shdr_handler, shader_code);
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if (!*shader_code) hr = E_FAIL;
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shader_info->shader_code = NULL;
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memset(shader_info->output_signature, 0, sizeof(*shader_info->output_signature));
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if (FAILED(hr)) ERR("Failed to parse shader, hr %#x\n", hr);
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hr = parse_dxbc(dxbc, dxbc_length, shdr_handler, shader_info);
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if (!shader_info->shader_code) hr = E_FAIL;
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if (FAILED(hr))
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{
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ERR("Failed to parse shader, hr %#x\n", hr);
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shader_free_signature(shader_info->output_signature);
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}
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return hr;
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}
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@ -347,6 +362,7 @@ static ULONG STDMETHODCALLTYPE d3d10_pixel_shader_Release(ID3D10PixelShader *ifa
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if (!refcount)
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{
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shader_free_signature(&This->output_signature);
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HeapFree(GetProcessHeap(), 0, This);
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}
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