wined3d: Add support for stream output with vertex shaders.
In Direct3D, a stream-output geometry shader can be created from a vertex shader bytecode. We generate a pass-through geometry shader in this case. Pass-through geometry shaders are helpful because they can easily split outputs when rasterization is disabed. We could also add another codepath in order to avoid geometry shaders when possible. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
9d70df6a40
commit
ca8e05154e
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@ -14335,7 +14335,6 @@ static void test_stream_output(void)
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check_so_desc(device, gs_code, sizeof(gs_code), so_declaration, ARRAY_SIZE(so_declaration), 64, TRUE);
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check_so_desc(device, gs_code, sizeof(gs_code), so_declaration, ARRAY_SIZE(so_declaration), 64, TRUE);
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check_so_desc(device, gs_code, sizeof(gs_code), so_declaration, ARRAY_SIZE(so_declaration), 0, FALSE);
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check_so_desc(device, gs_code, sizeof(gs_code), so_declaration, ARRAY_SIZE(so_declaration), 0, FALSE);
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todo_wine
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check_so_desc(device, vs_code, sizeof(vs_code), so_declaration, ARRAY_SIZE(so_declaration), 64, TRUE);
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check_so_desc(device, vs_code, sizeof(vs_code), so_declaration, ARRAY_SIZE(so_declaration), 64, TRUE);
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check_so_desc(device, gs_code, sizeof(gs_code), so_declaration, 0, 64, FALSE);
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check_so_desc(device, gs_code, sizeof(gs_code), so_declaration, 0, 64, FALSE);
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@ -22204,10 +22204,8 @@ static void test_stream_output(void)
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check_so_desc(device, gs_code, sizeof(gs_code), so_declaration, ARRAY_SIZE(so_declaration),
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check_so_desc(device, gs_code, sizeof(gs_code), so_declaration, ARRAY_SIZE(so_declaration),
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stride, 1, D3D11_SO_NO_RASTERIZED_STREAM);
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stride, 1, D3D11_SO_NO_RASTERIZED_STREAM);
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todo_wine
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check_so_desc(device, vs_code, sizeof(vs_code), so_declaration, ARRAY_SIZE(so_declaration),
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check_so_desc(device, vs_code, sizeof(vs_code), so_declaration, ARRAY_SIZE(so_declaration),
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NULL, 0, D3D11_SO_NO_RASTERIZED_STREAM);
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NULL, 0, D3D11_SO_NO_RASTERIZED_STREAM);
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todo_wine
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check_so_desc(device, vs_code, sizeof(vs_code), so_declaration, ARRAY_SIZE(so_declaration),
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check_so_desc(device, vs_code, sizeof(vs_code), so_declaration, ARRAY_SIZE(so_declaration),
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stride, 1, D3D11_SO_NO_RASTERIZED_STREAM);
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stride, 1, D3D11_SO_NO_RASTERIZED_STREAM);
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@ -22489,9 +22487,7 @@ static void test_fl10_stream_output_desc(void)
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check_so_desc(device, gs_code, sizeof(gs_code), so_declaration, ARRAY_SIZE(so_declaration), NULL, 0, 0);
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check_so_desc(device, gs_code, sizeof(gs_code), so_declaration, ARRAY_SIZE(so_declaration), NULL, 0, 0);
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check_so_desc(device, gs_code, sizeof(gs_code), so_declaration, ARRAY_SIZE(so_declaration), stride, 1, 0);
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check_so_desc(device, gs_code, sizeof(gs_code), so_declaration, ARRAY_SIZE(so_declaration), stride, 1, 0);
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todo_wine
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check_so_desc(device, vs_code, sizeof(vs_code), so_declaration, ARRAY_SIZE(so_declaration), NULL, 0, 0);
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check_so_desc(device, vs_code, sizeof(vs_code), so_declaration, ARRAY_SIZE(so_declaration), NULL, 0, 0);
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todo_wine
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check_so_desc(device, vs_code, sizeof(vs_code), so_declaration, ARRAY_SIZE(so_declaration), stride, 1, 0);
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check_so_desc(device, vs_code, sizeof(vs_code), so_declaration, ARRAY_SIZE(so_declaration), stride, 1, 0);
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check_invalid_so_desc(device, gs_code, sizeof(gs_code), so_declaration, 0, stride, 1, 0);
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check_invalid_so_desc(device, gs_code, sizeof(gs_code), so_declaration, 0, stride, 1, 0);
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@ -4936,7 +4936,9 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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}
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}
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else if (!context->transform_feedback_active)
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else if (!context->transform_feedback_active)
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{
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{
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GLenum mode = gl_tfb_primitive_type_from_d3d(shader->u.gs.output_type);
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enum wined3d_primitive_type primitive_type = shader->u.gs.output_type
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? shader->u.gs.output_type : d3d_primitive_type_from_gl(state->gl_primitive_type);
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GLenum mode = gl_tfb_primitive_type_from_d3d(primitive_type);
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GL_EXTCALL(glBeginTransformFeedback(mode));
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GL_EXTCALL(glBeginTransformFeedback(mode));
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checkGLcall("glBeginTransformFeedback");
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checkGLcall("glBeginTransformFeedback");
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context->transform_feedback_active = 1;
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context->transform_feedback_active = 1;
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@ -779,6 +779,7 @@ void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
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static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
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static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
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{
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{
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const struct wined3d_gl_info *gl_info = &cs->device->adapter->gl_info;
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const struct wined3d_gl_info *gl_info = &cs->device->adapter->gl_info;
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const struct wined3d_shader *geometry_shader;
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struct wined3d_state *state = &cs->state;
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struct wined3d_state *state = &cs->state;
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const struct wined3d_cs_draw *op = data;
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const struct wined3d_cs_draw *op = data;
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int load_base_vertex_idx;
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int load_base_vertex_idx;
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@ -798,6 +799,8 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
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if (state->gl_primitive_type != op->primitive_type)
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if (state->gl_primitive_type != op->primitive_type)
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{
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{
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if ((geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]) && !geometry_shader->function)
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device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY));
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if (state->gl_primitive_type == GL_POINTS || op->primitive_type == GL_POINTS)
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if (state->gl_primitive_type == GL_POINTS || op->primitive_type == GL_POINTS)
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device_invalidate_state(cs->device, STATE_POINT_ENABLE);
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device_invalidate_state(cs->device, STATE_POINT_ENABLE);
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state->gl_primitive_type = op->primitive_type;
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state->gl_primitive_type = op->primitive_type;
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@ -99,7 +99,7 @@ GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
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}
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}
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}
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}
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static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
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enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
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{
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{
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switch (primitive_type)
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switch (primitive_type)
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{
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{
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@ -8198,7 +8198,11 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
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const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
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const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_shader_signature_element *output;
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enum wined3d_primitive_type primitive_type;
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struct shader_glsl_ctx_priv priv_ctx;
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struct shader_glsl_ctx_priv priv_ctx;
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unsigned int max_vertices;
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unsigned int i, j;
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GLuint shader_id;
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GLuint shader_id;
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memset(&priv_ctx, 0, sizeof(priv_ctx));
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memset(&priv_ctx, 0, sizeof(priv_ctx));
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@ -8210,12 +8214,33 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
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shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
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shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
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shader_addline(buffer, "layout(%s", glsl_primitive_type_from_d3d(shader->u.gs.input_type));
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primitive_type = shader->u.gs.input_type ? shader->u.gs.input_type : args->primitive_type;
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shader_addline(buffer, "layout(%s", glsl_primitive_type_from_d3d(primitive_type));
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if (shader->u.gs.instance_count > 1)
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if (shader->u.gs.instance_count > 1)
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shader_addline(buffer, ", invocations = %u", shader->u.gs.instance_count);
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shader_addline(buffer, ", invocations = %u", shader->u.gs.instance_count);
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shader_addline(buffer, ") in;\n");
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shader_addline(buffer, ") in;\n");
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primitive_type = shader->u.gs.output_type ? shader->u.gs.output_type : args->primitive_type;
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if (!(max_vertices = shader->u.gs.vertices_out))
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{
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switch (args->primitive_type)
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{
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case WINED3D_PT_POINTLIST:
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max_vertices = 1;
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break;
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case WINED3D_PT_LINELIST:
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max_vertices = 2;
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break;
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case WINED3D_PT_TRIANGLELIST:
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max_vertices = 3;
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break;
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default:
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FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(args->primitive_type));
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break;
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}
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}
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shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n",
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shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n",
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glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out);
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glsl_primitive_type_from_d3d(primitive_type), max_vertices);
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shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
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shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
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if (!gl_info->supported[ARB_CLIP_CONTROL])
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if (!gl_info->supported[ARB_CLIP_CONTROL])
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@ -8230,9 +8255,32 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
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shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count,
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shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count,
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gl_info, TRUE, args->interpolation_mode);
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gl_info, TRUE, args->interpolation_mode);
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}
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}
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shader_addline(buffer, "void main()\n{\n");
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shader_addline(buffer, "void main()\n{\n");
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if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
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if (shader->function)
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return 0;
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{
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if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
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return 0;
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}
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else
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{
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for (i = 0; i < max_vertices; ++i)
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{
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for (j = 0; j < shader->output_signature.element_count; ++j)
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{
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output = &shader->output_signature.elements[j];
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shader_addline(buffer, "gs_out[%u] = shader_in[%u].reg[%u];\n",
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output->register_idx, i, output->register_idx);
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}
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shader_addline(buffer, "setup_gs_output(gs_out);\n");
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if (!gl_info->supported[ARB_CLIP_CONTROL])
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{
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shader_addline(buffer, "gl_ViewportIndex = 0;\n");
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shader_glsl_fixup_position(buffer, TRUE);
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}
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shader_addline(buffer, "EmitVertex();\n");
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}
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}
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shader_addline(buffer, "}\n");
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shader_addline(buffer, "}\n");
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shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER));
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shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER));
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@ -3600,9 +3600,6 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device
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TRACE("byte_code %p, byte_code_size %#lx, format %#x, max_version %#x.\n",
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TRACE("byte_code %p, byte_code_size %#lx, format %#x, max_version %#x.\n",
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desc->byte_code, (long)desc->byte_code_size, desc->format, desc->max_version);
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desc->byte_code, (long)desc->byte_code_size, desc->format, desc->max_version);
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if (!desc->byte_code)
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return WINED3DERR_INVALIDCALL;
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if (!(shader->frontend = shader_select_frontend(desc->format)))
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if (!(shader->frontend = shader_select_frontend(desc->format)))
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{
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{
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FIXME("Unable to find frontend for shader.\n");
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FIXME("Unable to find frontend for shader.\n");
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@ -3677,19 +3674,29 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device
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byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr);
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byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr);
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}
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}
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if (!(shader->function = heap_alloc(byte_code_size)))
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if (desc->byte_code && byte_code_size)
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{
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{
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shader_cleanup(shader);
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if (!(shader->function = heap_alloc(byte_code_size)))
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return E_OUTOFMEMORY;
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{
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}
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shader_cleanup(shader);
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memcpy(shader->function, desc->byte_code, byte_code_size);
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return E_OUTOFMEMORY;
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shader->functionLength = byte_code_size;
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}
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memcpy(shader->function, desc->byte_code, byte_code_size);
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shader->functionLength = byte_code_size;
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if (FAILED(hr = shader_set_function(shader, float_const_count, type, desc->max_version)))
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if (FAILED(hr = shader_set_function(shader, float_const_count, type, desc->max_version)))
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{
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WARN("Failed to set function, hr %#x.\n", hr);
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shader_cleanup(shader);
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return hr;
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}
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}
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else
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{
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{
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WARN("Failed to set function, hr %#x.\n", hr);
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shader->reg_maps.shader_version.type = type;
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shader_cleanup(shader);
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shader->reg_maps.shader_version.major = 4;
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return hr;
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shader->reg_maps.shader_version.minor = 0;
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shader_set_limits(shader);
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}
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}
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shader->load_local_constsF = shader->lconst_inf_or_nan;
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shader->load_local_constsF = shader->lconst_inf_or_nan;
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@ -3730,6 +3737,7 @@ static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3
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const struct wined3d_shader_desc *desc, const struct wined3d_stream_output_desc *so_desc,
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const struct wined3d_shader_desc *desc, const struct wined3d_stream_output_desc *so_desc,
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void *parent, const struct wined3d_parent_ops *parent_ops)
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void *parent, const struct wined3d_parent_ops *parent_ops)
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{
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{
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struct wined3d_shader_desc shader_desc = *desc;
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struct wined3d_stream_output_element *elements;
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struct wined3d_stream_output_element *elements;
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enum wined3d_shader_type shader_type;
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enum wined3d_shader_type shader_type;
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HRESULT hr;
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HRESULT hr;
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@ -3740,6 +3748,9 @@ static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3
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switch (shader_type)
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switch (shader_type)
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{
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{
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case WINED3D_SHADER_TYPE_VERTEX:
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case WINED3D_SHADER_TYPE_VERTEX:
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shader_desc.byte_code = NULL;
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shader_desc.byte_code_size = 0;
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break;
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case WINED3D_SHADER_TYPE_DOMAIN:
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case WINED3D_SHADER_TYPE_DOMAIN:
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FIXME("Stream output not supported for %s.\n", debug_shader_type(shader_type));
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FIXME("Stream output not supported for %s.\n", debug_shader_type(shader_type));
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return E_NOTIMPL;
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return E_NOTIMPL;
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@ -3748,7 +3759,8 @@ static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3
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}
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}
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}
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}
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if (FAILED(hr = shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops)))
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if (FAILED(hr = shader_init(shader, device, &shader_desc, 0,
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WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops)))
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return hr;
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return hr;
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if (so_desc)
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if (so_desc)
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@ -3798,6 +3810,9 @@ void find_gs_compile_args(const struct wined3d_state *state, const struct wined3
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args->output_count = pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
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args->output_count = pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
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if (!(args->primitive_type = shader->u.gs.input_type))
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args->primitive_type = d3d_primitive_type_from_gl(state->gl_primitive_type);
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init_interpolation_compile_args(args->interpolation_mode, pixel_shader, gl_info);
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init_interpolation_compile_args(args->interpolation_mode, pixel_shader, gl_info);
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}
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}
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@ -4129,6 +4144,9 @@ HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const stru
|
||||||
TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
|
TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
|
||||||
device, desc, parent, parent_ops, shader);
|
device, desc, parent, parent_ops, shader);
|
||||||
|
|
||||||
|
if (!desc->byte_code)
|
||||||
|
return WINED3DERR_INVALIDCALL;
|
||||||
|
|
||||||
if (!(object = heap_alloc_zero(sizeof(*object))))
|
if (!(object = heap_alloc_zero(sizeof(*object))))
|
||||||
return E_OUTOFMEMORY;
|
return E_OUTOFMEMORY;
|
||||||
|
|
||||||
|
@ -4156,6 +4174,9 @@ HRESULT CDECL wined3d_shader_create_ds(struct wined3d_device *device, const stru
|
||||||
TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
|
TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
|
||||||
device, desc, parent, parent_ops, shader);
|
device, desc, parent, parent_ops, shader);
|
||||||
|
|
||||||
|
if (!desc->byte_code)
|
||||||
|
return WINED3DERR_INVALIDCALL;
|
||||||
|
|
||||||
if (!(object = heap_alloc_zero(sizeof(*object))))
|
if (!(object = heap_alloc_zero(sizeof(*object))))
|
||||||
return E_OUTOFMEMORY;
|
return E_OUTOFMEMORY;
|
||||||
|
|
||||||
|
@ -4184,6 +4205,9 @@ HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const stru
|
||||||
TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
|
TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
|
||||||
device, desc, so_desc, parent, parent_ops, shader);
|
device, desc, so_desc, parent, parent_ops, shader);
|
||||||
|
|
||||||
|
if (!desc->byte_code)
|
||||||
|
return WINED3DERR_INVALIDCALL;
|
||||||
|
|
||||||
if (!(object = heap_alloc_zero(sizeof(*object))))
|
if (!(object = heap_alloc_zero(sizeof(*object))))
|
||||||
return E_OUTOFMEMORY;
|
return E_OUTOFMEMORY;
|
||||||
|
|
||||||
|
@ -4211,6 +4235,9 @@ HRESULT CDECL wined3d_shader_create_hs(struct wined3d_device *device, const stru
|
||||||
TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
|
TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
|
||||||
device, desc, parent, parent_ops, shader);
|
device, desc, parent, parent_ops, shader);
|
||||||
|
|
||||||
|
if (!desc->byte_code)
|
||||||
|
return WINED3DERR_INVALIDCALL;
|
||||||
|
|
||||||
if (!(object = heap_alloc_zero(sizeof(*object))))
|
if (!(object = heap_alloc_zero(sizeof(*object))))
|
||||||
return E_OUTOFMEMORY;
|
return E_OUTOFMEMORY;
|
||||||
|
|
||||||
|
@ -4238,6 +4265,9 @@ HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const stru
|
||||||
TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
|
TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
|
||||||
device, desc, parent, parent_ops, shader);
|
device, desc, parent, parent_ops, shader);
|
||||||
|
|
||||||
|
if (!desc->byte_code)
|
||||||
|
return WINED3DERR_INVALIDCALL;
|
||||||
|
|
||||||
if (!(object = heap_alloc_zero(sizeof(*object))))
|
if (!(object = heap_alloc_zero(sizeof(*object))))
|
||||||
return E_OUTOFMEMORY;
|
return E_OUTOFMEMORY;
|
||||||
|
|
||||||
|
@ -4265,6 +4295,9 @@ HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const stru
|
||||||
TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
|
TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
|
||||||
device, desc, parent, parent_ops, shader);
|
device, desc, parent, parent_ops, shader);
|
||||||
|
|
||||||
|
if (!desc->byte_code)
|
||||||
|
return WINED3DERR_INVALIDCALL;
|
||||||
|
|
||||||
if (!(object = heap_alloc_zero(sizeof(*object))))
|
if (!(object = heap_alloc_zero(sizeof(*object))))
|
||||||
return E_OUTOFMEMORY;
|
return E_OUTOFMEMORY;
|
||||||
|
|
||||||
|
|
|
@ -1395,6 +1395,7 @@ struct ds_compile_args
|
||||||
struct gs_compile_args
|
struct gs_compile_args
|
||||||
{
|
{
|
||||||
unsigned int output_count;
|
unsigned int output_count;
|
||||||
|
enum wined3d_primitive_type primitive_type;
|
||||||
DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
|
DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -3905,6 +3906,7 @@ void state_shademode(struct wined3d_context *context,
|
||||||
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
|
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
|
||||||
|
|
||||||
GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
|
GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
|
||||||
|
enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type) DECLSPEC_HIDDEN;
|
||||||
|
|
||||||
/* Math utils */
|
/* Math utils */
|
||||||
void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
|
void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
|
||||||
|
|
Loading…
Reference in New Issue