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:
Józef Kucia 2018-10-05 14:10:19 +02:00 committed by Alexandre Julliard
parent 800720dad2
commit d0798a7458
6 changed files with 56 additions and 181 deletions

View File

@ -394,7 +394,6 @@ static HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d
desc.byte_code = byte_code; desc.byte_code = byte_code;
desc.byte_code_size = byte_code_length; desc.byte_code_size = byte_code_length;
desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
if (FAILED(hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader, if (FAILED(hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader,
&d3d_vertex_shader_wined3d_parent_ops, &shader->wined3d_shader))) &d3d_vertex_shader_wined3d_parent_ops, &shader->wined3d_shader)))
{ {
@ -598,7 +597,6 @@ static HRESULT d3d11_hull_shader_init(struct d3d11_hull_shader *shader, struct d
desc.byte_code = byte_code; desc.byte_code = byte_code;
desc.byte_code_size = byte_code_length; desc.byte_code_size = byte_code_length;
desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
if (FAILED(hr = wined3d_shader_create_hs(device->wined3d_device, &desc, shader, if (FAILED(hr = wined3d_shader_create_hs(device->wined3d_device, &desc, shader,
&d3d11_hull_shader_wined3d_parent_ops, &shader->wined3d_shader))) &d3d11_hull_shader_wined3d_parent_ops, &shader->wined3d_shader)))
{ {
@ -792,7 +790,6 @@ static HRESULT d3d11_domain_shader_init(struct d3d11_domain_shader *shader, stru
desc.byte_code = byte_code; desc.byte_code = byte_code;
desc.byte_code_size = byte_code_length; desc.byte_code_size = byte_code_length;
desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
if (FAILED(hr = wined3d_shader_create_ds(device->wined3d_device, &desc, shader, if (FAILED(hr = wined3d_shader_create_ds(device->wined3d_device, &desc, shader,
&d3d11_domain_shader_wined3d_parent_ops, &shader->wined3d_shader))) &d3d11_domain_shader_wined3d_parent_ops, &shader->wined3d_shader)))
{ {
@ -1293,7 +1290,6 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader,
desc.byte_code = byte_code; desc.byte_code = byte_code;
desc.byte_code_size = byte_code_length; desc.byte_code_size = byte_code_length;
desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
memset(&so_desc, 0, sizeof(so_desc)); memset(&so_desc, 0, sizeof(so_desc));
if (so_entries) if (so_entries)
@ -1645,7 +1641,6 @@ static HRESULT d3d_pixel_shader_init(struct d3d_pixel_shader *shader, struct d3d
desc.byte_code = byte_code; desc.byte_code = byte_code;
desc.byte_code_size = byte_code_length; desc.byte_code_size = byte_code_length;
desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
if (FAILED(hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader, if (FAILED(hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader,
&d3d_pixel_shader_wined3d_parent_ops, &shader->wined3d_shader))) &d3d_pixel_shader_wined3d_parent_ops, &shader->wined3d_shader)))
{ {
@ -1847,7 +1842,6 @@ static HRESULT d3d11_compute_shader_init(struct d3d11_compute_shader *shader, st
desc.byte_code = byte_code; desc.byte_code = byte_code;
desc.byte_code_size = byte_code_length; desc.byte_code_size = byte_code_length;
desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC;
if (FAILED(hr = wined3d_shader_create_cs(device->wined3d_device, &desc, shader, if (FAILED(hr = wined3d_shader_create_cs(device->wined3d_device, &desc, shader,
&d3d11_compute_shader_wined3d_parent_ops, &shader->wined3d_shader))) &d3d11_compute_shader_wined3d_parent_ops, &shader->wined3d_shader)))
{ {

View File

@ -117,10 +117,6 @@ HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_d
desc.byte_code = byte_code; desc.byte_code = byte_code;
desc.byte_code_size = ~(size_t)0; desc.byte_code_size = ~(size_t)0;
desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1;
desc.input_signature.element_count = 0;
desc.output_signature.element_count = 0;
desc.patch_constant_signature.element_count = 0;
wined3d_mutex_lock(); wined3d_mutex_lock();
hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader, hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader,
@ -168,10 +164,6 @@ HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_dev
desc.byte_code = byte_code; desc.byte_code = byte_code;
desc.byte_code_size = ~(size_t)0; desc.byte_code_size = ~(size_t)0;
desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1;
desc.input_signature.element_count = 0;
desc.output_signature.element_count = 0;
desc.patch_constant_signature.element_count = 0;
wined3d_mutex_lock(); wined3d_mutex_lock();
hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader, hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader,

View File

@ -144,10 +144,6 @@ HRESULT vertexshader_init(struct d3d9_vertexshader *shader, struct d3d9_device *
desc.byte_code = byte_code; desc.byte_code = byte_code;
desc.byte_code_size = ~(size_t)0; desc.byte_code_size = ~(size_t)0;
desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1;
desc.input_signature.element_count = 0;
desc.output_signature.element_count = 0;
desc.patch_constant_signature.element_count = 0;
wined3d_mutex_lock(); wined3d_mutex_lock();
hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader, hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader,
@ -297,10 +293,6 @@ HRESULT pixelshader_init(struct d3d9_pixelshader *shader, struct d3d9_device *de
desc.byte_code = byte_code; desc.byte_code = byte_code;
desc.byte_code_size = ~(size_t)0; desc.byte_code_size = ~(size_t)0;
desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1;
desc.input_signature.element_count = 0;
desc.output_signature.element_count = 0;
desc.patch_constant_signature.element_count = 0;
wined3d_mutex_lock(); wined3d_mutex_lock();
hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader, hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader,

View File

@ -3150,7 +3150,6 @@ static void shader_cleanup(struct wined3d_shader *shader)
heap_free(shader->patch_constant_signature.elements); heap_free(shader->patch_constant_signature.elements);
heap_free(shader->output_signature.elements); heap_free(shader->output_signature.elements);
heap_free(shader->input_signature.elements); heap_free(shader->input_signature.elements);
heap_free(shader->signature_strings);
shader->device->shader_backend->shader_destroy(shader); shader->device->shader_backend->shader_destroy(shader);
shader_cleanup_reg_maps(&shader->reg_maps); shader_cleanup_reg_maps(&shader->reg_maps);
heap_free(shader->byte_code); heap_free(shader->byte_code);
@ -3598,107 +3597,12 @@ BOOL vshader_get_input(const struct wined3d_shader *shader,
return FALSE; return FALSE;
} }
static HRESULT shader_signature_calculate_strings_length(const struct wined3d_shader_signature *signature,
SIZE_T *total)
{
struct wined3d_shader_signature_element *e;
unsigned int i;
SIZE_T len;
for (i = 0; i < signature->element_count; ++i)
{
e = &signature->elements[i];
len = strlen(e->semantic_name);
if (len >= ~(SIZE_T)0 - *total)
return E_OUTOFMEMORY;
*total += len + 1;
}
return WINED3D_OK;
}
static HRESULT shader_signature_copy(struct wined3d_shader_signature *dst,
const struct wined3d_shader_signature *src, char **signature_strings)
{
struct wined3d_shader_signature_element *e;
unsigned int i;
SIZE_T len;
char *ptr;
if (!src->element_count)
return WINED3D_OK;
ptr = *signature_strings;
dst->element_count = src->element_count;
if (!(dst->elements = heap_calloc(dst->element_count, sizeof(*dst->elements))))
return E_OUTOFMEMORY;
for (i = 0; i < src->element_count; ++i)
{
e = &src->elements[i];
dst->elements[i] = *e;
len = strlen(e->semantic_name);
memcpy(ptr, e->semantic_name, len + 1);
dst->elements[i].semantic_name = ptr;
ptr += len + 1;
}
*signature_strings = ptr;
return WINED3D_OK;
}
static HRESULT shader_copy_signatures_from_shader_desc(struct wined3d_shader *shader,
const struct wined3d_shader_desc *desc)
{
SIZE_T total;
HRESULT hr;
char *ptr;
total = 0;
if (FAILED(hr = shader_signature_calculate_strings_length(&desc->input_signature, &total)))
return hr;
if (FAILED(hr = shader_signature_calculate_strings_length(&desc->output_signature, &total)))
return hr;
if (FAILED(hr = shader_signature_calculate_strings_length(&desc->patch_constant_signature, &total)))
return hr;
if (total && !(shader->signature_strings = heap_alloc(total)))
return E_OUTOFMEMORY;
ptr = shader->signature_strings;
if (FAILED(hr = shader_signature_copy(&shader->input_signature, &desc->input_signature, &ptr)))
{
heap_free(shader->signature_strings);
return hr;
}
if (FAILED(hr = shader_signature_copy(&shader->output_signature, &desc->output_signature, &ptr)))
{
heap_free(shader->input_signature.elements);
heap_free(shader->signature_strings);
return hr;
}
if (FAILED(hr = shader_signature_copy(&shader->patch_constant_signature, &desc->patch_constant_signature, &ptr)))
{
heap_free(shader->output_signature.elements);
heap_free(shader->input_signature.elements);
heap_free(shader->signature_strings);
return hr;
}
return S_OK;
}
static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device, static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
{ {
enum wined3d_shader_byte_code_format format;
unsigned int max_version;
HRESULT hr; HRESULT hr;
TRACE("byte_code %p, byte_code_size %#lx, format %#x.\n", TRACE("byte_code %p, byte_code_size %#lx.\n", desc->byte_code, (long)desc->byte_code_size);
desc->byte_code, (long)desc->byte_code_size, desc->format);
if (!desc->byte_code) if (!desc->byte_code)
return WINED3DERR_INVALIDCALL; return WINED3DERR_INVALIDCALL;
@ -3716,46 +3620,23 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device
list_init(&shader->reg_maps.indexable_temps); list_init(&shader->reg_maps.indexable_temps);
list_init(&shader->shader_list_entry); list_init(&shader->shader_list_entry);
format = desc->format; if (desc->byte_code_size == ~(size_t)0)
if (format == WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC)
{ {
if (!(shader->byte_code = heap_alloc(desc->byte_code_size))) struct wined3d_shader_version shader_version;
{ const struct wined3d_shader_frontend *fe;
hr = E_OUTOFMEMORY; struct wined3d_shader_instruction ins;
goto fail; const DWORD *ptr;
} void *fe_data;
memcpy(shader->byte_code, desc->byte_code, desc->byte_code_size);
shader->byte_code_size = desc->byte_code_size;
max_version = shader_max_version_from_feature_level(device->feature_level); if (!(shader->frontend = shader_select_frontend(WINED3D_SHADER_BYTE_CODE_FORMAT_SM1)))
if (FAILED(hr = shader_extract_from_dxbc(shader, max_version, &format)))
goto fail;
}
else if (FAILED(hr = shader_copy_signatures_from_shader_desc(shader, desc)))
{
goto fail;
}
if (!(shader->frontend = shader_select_frontend(format)))
{ {
FIXME("Unable to find frontend for shader.\n"); FIXME("Unable to find frontend for shader.\n");
hr = WINED3DERR_INVALIDCALL; hr = WINED3DERR_INVALIDCALL;
goto fail; goto fail;
} }
if (!shader->byte_code) fe = shader->frontend;
{ if (!(fe_data = fe->shader_init(desc->byte_code, desc->byte_code_size, &shader->output_signature)))
size_t byte_code_size = desc->byte_code_size;
if (byte_code_size == ~(size_t)0)
{
const struct wined3d_shader_frontend *fe = shader->frontend;
struct wined3d_shader_version shader_version;
struct wined3d_shader_instruction ins;
const DWORD *ptr;
void *fe_data;
if (!(fe_data = fe->shader_init(desc->byte_code, byte_code_size, &shader->output_signature)))
{ {
WARN("Failed to initialise frontend data.\n"); WARN("Failed to initialise frontend data.\n");
hr = WINED3DERR_INVALIDCALL; hr = WINED3DERR_INVALIDCALL;
@ -3768,22 +3649,44 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device
fe->shader_free(fe_data); fe->shader_free(fe_data);
byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr); shader->byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr);
}
if (!(shader->byte_code = heap_alloc(byte_code_size))) if (!(shader->byte_code = heap_alloc(shader->byte_code_size)))
{ {
hr = E_OUTOFMEMORY; hr = E_OUTOFMEMORY;
goto fail; goto fail;
} }
memcpy(shader->byte_code, desc->byte_code, byte_code_size); memcpy(shader->byte_code, desc->byte_code, shader->byte_code_size);
shader->byte_code_size = byte_code_size;
shader->function = shader->byte_code; shader->function = shader->byte_code;
shader->functionLength = shader->byte_code_size; shader->functionLength = shader->byte_code_size;
} }
else
{
enum wined3d_shader_byte_code_format format;
unsigned int max_version;
return hr; if (!(shader->byte_code = heap_alloc(desc->byte_code_size)))
{
hr = E_OUTOFMEMORY;
goto fail;
}
memcpy(shader->byte_code, desc->byte_code, desc->byte_code_size);
shader->byte_code_size = desc->byte_code_size;
max_version = shader_max_version_from_feature_level(device->feature_level);
if (FAILED(hr = shader_extract_from_dxbc(shader, max_version, &format)))
goto fail;
if (!(shader->frontend = shader_select_frontend(format)))
{
FIXME("Unable to find frontend for shader.\n");
hr = WINED3DERR_INVALIDCALL;
goto fail;
}
}
return WINED3D_OK;
fail: fail:
shader_cleanup(shader); shader_cleanup(shader);

View File

@ -397,6 +397,12 @@ struct wined3d_settings
extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN; extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
enum wined3d_shader_byte_code_format
{
WINED3D_SHADER_BYTE_CODE_FORMAT_SM1,
WINED3D_SHADER_BYTE_CODE_FORMAT_SM4,
};
enum wined3d_shader_resource_type enum wined3d_shader_resource_type
{ {
WINED3D_SHADER_RESOURCE_NONE, WINED3D_SHADER_RESOURCE_NONE,
@ -4108,7 +4114,6 @@ struct wined3d_shader
struct wined3d_shader_signature input_signature; struct wined3d_shader_signature input_signature;
struct wined3d_shader_signature output_signature; struct wined3d_shader_signature output_signature;
struct wined3d_shader_signature patch_constant_signature; struct wined3d_shader_signature patch_constant_signature;
char *signature_strings;
/* Pointer to the parent device */ /* Pointer to the parent device */
struct wined3d_device *device; struct wined3d_device *device;

View File

@ -854,13 +854,6 @@ enum wined3d_display_rotation
WINED3D_DISPLAY_ROTATION_270 = 4, WINED3D_DISPLAY_ROTATION_270 = 4,
}; };
enum wined3d_shader_byte_code_format
{
WINED3D_SHADER_BYTE_CODE_FORMAT_SM1 = 0,
WINED3D_SHADER_BYTE_CODE_FORMAT_SM4 = 1,
WINED3D_SHADER_BYTE_CODE_FORMAT_DXBC = 2,
};
enum wined3d_shader_type enum wined3d_shader_type
{ {
WINED3D_SHADER_TYPE_PIXEL, WINED3D_SHADER_TYPE_PIXEL,
@ -2062,10 +2055,6 @@ struct wined3d_shader_desc
{ {
const DWORD *byte_code; const DWORD *byte_code;
size_t byte_code_size; size_t byte_code_size;
enum wined3d_shader_byte_code_format format;
struct wined3d_shader_signature input_signature;
struct wined3d_shader_signature output_signature;
struct wined3d_shader_signature patch_constant_signature;
}; };
struct wined3d_stream_output_element struct wined3d_stream_output_element