d3d10: Move the effect shader input signature into a separate struct.

This commit is contained in:
Rico Schüller 2010-04-07 18:34:16 +02:00 committed by Alexandre Julliard
parent ce409fe65c
commit bd4bacba1e
2 changed files with 16 additions and 10 deletions

View File

@ -62,10 +62,15 @@ struct d3d10_effect_object
void *data;
};
struct d3d10_effect_shader_signature
{
char *signature;
UINT signature_size;
};
struct d3d10_effect_shader_variable
{
char *input_signature;
UINT input_signature_size;
struct d3d10_effect_shader_signature input_signature;
union
{
ID3D10VertexShader *vs;

View File

@ -237,17 +237,18 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag
{
/* 32 (DXBC header) + 1 * 4 (chunk index) + 2 * 4 (chunk header) + data_size (chunk data) */
UINT size = 44 + data_size;
struct d3d10_effect_shader_signature *sig = &s->input_signature;
char *ptr;
s->input_signature = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size);
if (!s->input_signature)
sig->signature = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size);
if (!sig->signature)
{
ERR("Failed to allocate input signature data\n");
return E_OUTOFMEMORY;
}
s->input_signature_size = size;
sig->signature_size = size;
ptr = s->input_signature;
ptr = sig->signature;
write_dword(&ptr, TAG_DXBC);
@ -267,7 +268,7 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag
write_dword(&ptr, 1);
/* chunk index */
write_dword(&ptr, (ptr - s->input_signature) + 4);
write_dword(&ptr, (ptr - sig->signature) + 4);
/* chunk */
write_dword(&ptr, TAG_ISGN);
@ -1784,7 +1785,7 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
case D3D10_SVT_VERTEXSHADER:
case D3D10_SVT_PIXELSHADER:
case D3D10_SVT_GEOMETRYSHADER:
HeapFree(GetProcessHeap(), 0, ((struct d3d10_effect_shader_variable *)v->data)->input_signature);
HeapFree(GetProcessHeap(), 0, ((struct d3d10_effect_shader_variable *)v->data)->input_signature.signature);
break;
default:
@ -2387,8 +2388,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *ifa
{
struct d3d10_effect_variable *v = o->data;
struct d3d10_effect_shader_variable *s = v->data;
desc->pIAInputSignature = (BYTE *)s->input_signature;
desc->IAInputSignatureSize = s->input_signature_size;
desc->pIAInputSignature = (BYTE *)s->input_signature.signature;
desc->IAInputSignatureSize = s->input_signature.signature_size;
break;
}
}