wined3d: Drop support for pre-parsed shader DXBC chunks.
Accept only full DXBC. 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:
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800720dad2
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d0798a7458
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@ -394,7 +394,6 @@ static HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d
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desc.byte_code = byte_code;
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desc.byte_code_size = byte_code_length;
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desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
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if (FAILED(hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader,
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&d3d_vertex_shader_wined3d_parent_ops, &shader->wined3d_shader)))
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{
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@ -598,7 +597,6 @@ static HRESULT d3d11_hull_shader_init(struct d3d11_hull_shader *shader, struct d
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desc.byte_code = byte_code;
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desc.byte_code_size = byte_code_length;
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desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
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if (FAILED(hr = wined3d_shader_create_hs(device->wined3d_device, &desc, shader,
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&d3d11_hull_shader_wined3d_parent_ops, &shader->wined3d_shader)))
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{
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@ -792,7 +790,6 @@ static HRESULT d3d11_domain_shader_init(struct d3d11_domain_shader *shader, stru
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desc.byte_code = byte_code;
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desc.byte_code_size = byte_code_length;
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desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
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if (FAILED(hr = wined3d_shader_create_ds(device->wined3d_device, &desc, shader,
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&d3d11_domain_shader_wined3d_parent_ops, &shader->wined3d_shader)))
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{
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@ -1293,7 +1290,6 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader,
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desc.byte_code = byte_code;
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desc.byte_code_size = byte_code_length;
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desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
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memset(&so_desc, 0, sizeof(so_desc));
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if (so_entries)
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@ -1645,7 +1641,6 @@ static HRESULT d3d_pixel_shader_init(struct d3d_pixel_shader *shader, struct d3d
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desc.byte_code = byte_code;
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desc.byte_code_size = byte_code_length;
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desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
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if (FAILED(hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader,
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&d3d_pixel_shader_wined3d_parent_ops, &shader->wined3d_shader)))
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{
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@ -1847,7 +1842,6 @@ static HRESULT d3d11_compute_shader_init(struct d3d11_compute_shader *shader, st
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desc.byte_code = byte_code;
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desc.byte_code_size = byte_code_length;
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desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
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if (FAILED(hr = wined3d_shader_create_cs(device->wined3d_device, &desc, shader,
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&d3d11_compute_shader_wined3d_parent_ops, &shader->wined3d_shader)))
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{
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@ -117,10 +117,6 @@ HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_d
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desc.byte_code = byte_code;
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desc.byte_code_size = ~(size_t)0;
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desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1;
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desc.input_signature.element_count = 0;
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desc.output_signature.element_count = 0;
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desc.patch_constant_signature.element_count = 0;
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wined3d_mutex_lock();
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hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader,
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@ -168,10 +164,6 @@ HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_dev
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desc.byte_code = byte_code;
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desc.byte_code_size = ~(size_t)0;
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desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1;
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desc.input_signature.element_count = 0;
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desc.output_signature.element_count = 0;
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desc.patch_constant_signature.element_count = 0;
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wined3d_mutex_lock();
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hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader,
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@ -144,10 +144,6 @@ HRESULT vertexshader_init(struct d3d9_vertexshader *shader, struct d3d9_device *
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desc.byte_code = byte_code;
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desc.byte_code_size = ~(size_t)0;
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desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1;
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desc.input_signature.element_count = 0;
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desc.output_signature.element_count = 0;
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desc.patch_constant_signature.element_count = 0;
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wined3d_mutex_lock();
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hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader,
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@ -297,10 +293,6 @@ HRESULT pixelshader_init(struct d3d9_pixelshader *shader, struct d3d9_device *de
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desc.byte_code = byte_code;
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desc.byte_code_size = ~(size_t)0;
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desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1;
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desc.input_signature.element_count = 0;
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desc.output_signature.element_count = 0;
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desc.patch_constant_signature.element_count = 0;
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wined3d_mutex_lock();
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hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader,
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@ -3150,7 +3150,6 @@ static void shader_cleanup(struct wined3d_shader *shader)
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heap_free(shader->patch_constant_signature.elements);
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heap_free(shader->output_signature.elements);
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heap_free(shader->input_signature.elements);
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heap_free(shader->signature_strings);
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shader->device->shader_backend->shader_destroy(shader);
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shader_cleanup_reg_maps(&shader->reg_maps);
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heap_free(shader->byte_code);
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@ -3598,107 +3597,12 @@ BOOL vshader_get_input(const struct wined3d_shader *shader,
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return FALSE;
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}
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static HRESULT shader_signature_calculate_strings_length(const struct wined3d_shader_signature *signature,
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SIZE_T *total)
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{
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struct wined3d_shader_signature_element *e;
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unsigned int i;
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SIZE_T len;
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for (i = 0; i < signature->element_count; ++i)
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{
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e = &signature->elements[i];
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len = strlen(e->semantic_name);
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if (len >= ~(SIZE_T)0 - *total)
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return E_OUTOFMEMORY;
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*total += len + 1;
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}
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return WINED3D_OK;
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}
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static HRESULT shader_signature_copy(struct wined3d_shader_signature *dst,
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const struct wined3d_shader_signature *src, char **signature_strings)
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{
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struct wined3d_shader_signature_element *e;
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unsigned int i;
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SIZE_T len;
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char *ptr;
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if (!src->element_count)
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return WINED3D_OK;
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ptr = *signature_strings;
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dst->element_count = src->element_count;
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if (!(dst->elements = heap_calloc(dst->element_count, sizeof(*dst->elements))))
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return E_OUTOFMEMORY;
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for (i = 0; i < src->element_count; ++i)
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{
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e = &src->elements[i];
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dst->elements[i] = *e;
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len = strlen(e->semantic_name);
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memcpy(ptr, e->semantic_name, len + 1);
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dst->elements[i].semantic_name = ptr;
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ptr += len + 1;
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}
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*signature_strings = ptr;
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return WINED3D_OK;
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}
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static HRESULT shader_copy_signatures_from_shader_desc(struct wined3d_shader *shader,
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const struct wined3d_shader_desc *desc)
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{
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SIZE_T total;
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HRESULT hr;
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char *ptr;
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total = 0;
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if (FAILED(hr = shader_signature_calculate_strings_length(&desc->input_signature, &total)))
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return hr;
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if (FAILED(hr = shader_signature_calculate_strings_length(&desc->output_signature, &total)))
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return hr;
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if (FAILED(hr = shader_signature_calculate_strings_length(&desc->patch_constant_signature, &total)))
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return hr;
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if (total && !(shader->signature_strings = heap_alloc(total)))
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return E_OUTOFMEMORY;
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ptr = shader->signature_strings;
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if (FAILED(hr = shader_signature_copy(&shader->input_signature, &desc->input_signature, &ptr)))
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{
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heap_free(shader->signature_strings);
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return hr;
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}
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if (FAILED(hr = shader_signature_copy(&shader->output_signature, &desc->output_signature, &ptr)))
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{
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heap_free(shader->input_signature.elements);
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heap_free(shader->signature_strings);
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return hr;
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}
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if (FAILED(hr = shader_signature_copy(&shader->patch_constant_signature, &desc->patch_constant_signature, &ptr)))
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{
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heap_free(shader->output_signature.elements);
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heap_free(shader->input_signature.elements);
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heap_free(shader->signature_strings);
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return hr;
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}
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return S_OK;
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}
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static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
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const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
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{
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enum wined3d_shader_byte_code_format format;
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unsigned int max_version;
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HRESULT hr;
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TRACE("byte_code %p, byte_code_size %#lx, format %#x.\n",
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desc->byte_code, (long)desc->byte_code_size, desc->format);
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TRACE("byte_code %p, byte_code_size %#lx.\n", desc->byte_code, (long)desc->byte_code_size);
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if (!desc->byte_code)
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return WINED3DERR_INVALIDCALL;
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@ -3716,9 +3620,52 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device
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list_init(&shader->reg_maps.indexable_temps);
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list_init(&shader->shader_list_entry);
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format = desc->format;
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if (format == WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC)
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if (desc->byte_code_size == ~(size_t)0)
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{
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struct wined3d_shader_version shader_version;
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const struct wined3d_shader_frontend *fe;
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struct wined3d_shader_instruction ins;
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const DWORD *ptr;
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void *fe_data;
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if (!(shader->frontend = shader_select_frontend(WINED3D_SHADER_BYTE_CODE_FORMAT_SM1)))
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{
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FIXME("Unable to find frontend for shader.\n");
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hr = WINED3DERR_INVALIDCALL;
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goto fail;
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}
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fe = shader->frontend;
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if (!(fe_data = fe->shader_init(desc->byte_code, desc->byte_code_size, &shader->output_signature)))
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{
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WARN("Failed to initialise frontend data.\n");
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hr = WINED3DERR_INVALIDCALL;
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goto fail;
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}
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fe->shader_read_header(fe_data, &ptr, &shader_version);
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while (!fe->shader_is_end(fe_data, &ptr))
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fe->shader_read_instruction(fe_data, &ptr, &ins);
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fe->shader_free(fe_data);
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shader->byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr);
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if (!(shader->byte_code = heap_alloc(shader->byte_code_size)))
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{
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hr = E_OUTOFMEMORY;
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goto fail;
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}
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memcpy(shader->byte_code, desc->byte_code, shader->byte_code_size);
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shader->function = shader->byte_code;
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shader->functionLength = shader->byte_code_size;
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}
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else
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{
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enum wined3d_shader_byte_code_format format;
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unsigned int max_version;
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if (!(shader->byte_code = heap_alloc(desc->byte_code_size)))
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{
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hr = E_OUTOFMEMORY;
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@ -3730,60 +3677,16 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device
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max_version = shader_max_version_from_feature_level(device->feature_level);
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if (FAILED(hr = shader_extract_from_dxbc(shader, max_version, &format)))
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goto fail;
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}
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else if (FAILED(hr = shader_copy_signatures_from_shader_desc(shader, desc)))
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{
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goto fail;
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}
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if (!(shader->frontend = shader_select_frontend(format)))
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{
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FIXME("Unable to find frontend for shader.\n");
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hr = WINED3DERR_INVALIDCALL;
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goto fail;
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}
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if (!shader->byte_code)
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{
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size_t byte_code_size = desc->byte_code_size;
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if (byte_code_size == ~(size_t)0)
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if (!(shader->frontend = shader_select_frontend(format)))
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{
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const struct wined3d_shader_frontend *fe = shader->frontend;
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struct wined3d_shader_version shader_version;
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struct wined3d_shader_instruction ins;
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const DWORD *ptr;
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void *fe_data;
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if (!(fe_data = fe->shader_init(desc->byte_code, byte_code_size, &shader->output_signature)))
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{
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WARN("Failed to initialise frontend data.\n");
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hr = WINED3DERR_INVALIDCALL;
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goto fail;
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}
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fe->shader_read_header(fe_data, &ptr, &shader_version);
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while (!fe->shader_is_end(fe_data, &ptr))
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fe->shader_read_instruction(fe_data, &ptr, &ins);
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fe->shader_free(fe_data);
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byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr);
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}
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if (!(shader->byte_code = heap_alloc(byte_code_size)))
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{
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hr = E_OUTOFMEMORY;
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FIXME("Unable to find frontend for shader.\n");
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hr = WINED3DERR_INVALIDCALL;
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goto fail;
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}
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memcpy(shader->byte_code, desc->byte_code, byte_code_size);
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shader->byte_code_size = byte_code_size;
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shader->function = shader->byte_code;
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shader->functionLength = shader->byte_code_size;
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}
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return hr;
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return WINED3D_OK;
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fail:
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shader_cleanup(shader);
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@ -397,6 +397,12 @@ struct wined3d_settings
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extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
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enum wined3d_shader_byte_code_format
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{
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WINED3D_SHADER_BYTE_CODE_FORMAT_SM1,
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WINED3D_SHADER_BYTE_CODE_FORMAT_SM4,
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};
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enum wined3d_shader_resource_type
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{
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WINED3D_SHADER_RESOURCE_NONE,
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@ -4108,7 +4114,6 @@ struct wined3d_shader
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struct wined3d_shader_signature input_signature;
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struct wined3d_shader_signature output_signature;
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struct wined3d_shader_signature patch_constant_signature;
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char *signature_strings;
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/* Pointer to the parent device */
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struct wined3d_device *device;
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@ -854,13 +854,6 @@ enum wined3d_display_rotation
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WINED3D_DISPLAY_ROTATION_270 = 4,
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};
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enum wined3d_shader_byte_code_format
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{
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WINED3D_SHADER_BYTE_CODE_FORMAT_SM1 = 0,
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WINED3D_SHADER_BYTE_CODE_FORMAT_SM4 = 1,
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WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC = 2,
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};
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enum wined3d_shader_type
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{
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WINED3D_SHADER_TYPE_PIXEL,
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@ -2062,10 +2055,6 @@ struct wined3d_shader_desc
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{
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const DWORD *byte_code;
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size_t byte_code_size;
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enum wined3d_shader_byte_code_format format;
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struct wined3d_shader_signature input_signature;
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struct wined3d_shader_signature output_signature;
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struct wined3d_shader_signature patch_constant_signature;
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};
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struct wined3d_stream_output_element
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