d3d10core: Create a vertex declaration from the input layout.

This commit is contained in:
Henri Verbeet 2009-03-30 11:24:55 +02:00 committed by Alexandre Julliard
parent 7c3fa5d76d
commit ec0370a2d2
3 changed files with 167 additions and 4 deletions

View File

@ -1,5 +1,5 @@
/*
* Copyright 2008 Henri Verbeet for CodeWeavers
* Copyright 2008-2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -38,6 +38,7 @@
((DWORD)(ch0) | ((DWORD)(ch1) << 8) | \
((DWORD)(ch2) << 16) | ((DWORD)(ch3) << 24 ))
#define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C')
#define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N')
/* TRACE helper functions */
const char *debug_d3d10_primitive_topology(D3D10_PRIMITIVE_TOPOLOGY topology);
@ -118,8 +119,14 @@ struct d3d10_input_layout
{
const struct ID3D10InputLayoutVtbl *vtbl;
LONG refcount;
IWineD3DVertexDeclaration *wined3d_decl;
};
HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC *element_descs,
UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
WINED3DVERTEXELEMENT **wined3d_elements, UINT *wined3d_element_count);
/* ID3D10VertexShader */
extern const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl;
struct d3d10_vertex_shader

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@ -1,5 +1,5 @@
/*
* Copyright 2008 Henri Verbeet for CodeWeavers
* Copyright 2008-2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -909,10 +909,14 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device *if
const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const void *shader_byte_code,
SIZE_T shader_byte_code_length, ID3D10InputLayout **input_layout)
{
struct d3d10_device *This = (struct d3d10_device *)iface;
struct d3d10_input_layout *object;
WINED3DVERTEXELEMENT *wined3d_elements;
UINT wined3d_element_count;
HRESULT hr;
FIXME("iface %p, element_descs %p, element_count %u, shader_byte_code %p,"
"\tshader_byte_code_length %lu, input_layout %p stub!\n",
TRACE("iface %p, element_descs %p, element_count %u, shader_byte_code %p,"
"\tshader_byte_code_length %lu, input_layout %p\n",
iface, element_descs, element_count, shader_byte_code,
shader_byte_code_length, input_layout);
@ -926,6 +930,19 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device *if
object->vtbl = &d3d10_input_layout_vtbl;
object->refcount = 1;
hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count,
shader_byte_code, shader_byte_code_length, &wined3d_elements, &wined3d_element_count);
if (FAILED(hr))
{
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
IWineD3DDevice_CreateVertexDeclaration(This->wined3d_device, &object->wined3d_decl,
(IUnknown *)object, wined3d_elements, wined3d_element_count);
HeapFree(GetProcessHeap(), 0, wined3d_elements);
*input_layout = (ID3D10InputLayout *)object;
return S_OK;

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@ -24,6 +24,144 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
struct input_signature_element
{
const char *semantic_name;
UINT semantic_idx;
DWORD unknown; /* system value semantic? */
DWORD component_type;
UINT register_idx;
DWORD mask;
};
struct input_signature
{
struct input_signature_element *elements;
UINT element_count;
};
static HRESULT parse_isgn(const char *data, struct input_signature *is)
{
struct input_signature_element *e;
const char *ptr = data;
unsigned int i;
DWORD count;
read_dword(&ptr, &count);
TRACE("%u elements\n", count);
skip_dword_unknown(&ptr, 1);
e = HeapAlloc(GetProcessHeap(), 0, count * sizeof(*e));
if (!e)
{
ERR("Failed to allocate input signature memory.\n");
return E_OUTOFMEMORY;
}
for (i = 0; i < count; ++i)
{
UINT name_offset;
read_dword(&ptr, &name_offset);
e[i].semantic_name = data + name_offset;
read_dword(&ptr, &e[i].semantic_idx);
read_dword(&ptr, &e[i].unknown);
read_dword(&ptr, &e[i].component_type);
read_dword(&ptr, &e[i].register_idx);
read_dword(&ptr, &e[i].mask);
TRACE("semantic: %s, semantic idx: %u, unknown %#x, type %u, register idx: %u, use_mask %#x, input_mask %#x\n",
e[i].semantic_name, e[i].semantic_idx, e[i].unknown, e[i].component_type,
e[i].register_idx, (e[i].mask >> 8) & 0xff, e[i].mask & 0xff);
}
is->elements = e;
is->element_count = count;
return S_OK;
}
static HRESULT isgn_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
{
struct input_signature *is = ctx;
const char *ptr = data;
char tag_str[5];
switch(tag)
{
case TAG_ISGN:
return parse_isgn(ptr, is);
default:
memcpy(tag_str, &tag, 4);
tag_str[4] = '\0';
FIXME("Unhandled chunk %s\n", tag_str);
return S_OK;
}
}
HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC *element_descs,
UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
WINED3DVERTEXELEMENT **wined3d_elements, UINT *wined3d_element_count)
{
struct input_signature is;
HRESULT hr;
UINT i;
hr = parse_dxbc(shader_byte_code, shader_byte_code_length, isgn_handler, &is);
if (FAILED(hr))
{
ERR("Failed to parse input signature.\n");
return E_FAIL;
}
*wined3d_elements = HeapAlloc(GetProcessHeap(), 0, element_count * sizeof(**wined3d_elements));
if (!*wined3d_elements)
{
ERR("Failed to allocate wined3d vertex element array memory.\n");
HeapFree(GetProcessHeap(), 0, is.elements);
return E_OUTOFMEMORY;
}
*wined3d_element_count = 0;
for (i = 0; i < element_count; ++i)
{
UINT j;
for (j = 0; j < is.element_count; ++j)
{
if (!strcmp(element_descs[i].SemanticName, is.elements[j].semantic_name)
&& element_descs[i].SemanticIndex == is.elements[j].semantic_idx)
{
WINED3DVERTEXELEMENT *e = &(*wined3d_elements)[(*wined3d_element_count)++];
const D3D10_INPUT_ELEMENT_DESC *f = &element_descs[i];
e->format = wined3dformat_from_dxgi_format(f->Format);
e->input_slot = f->InputSlot;
e->offset = f->AlignedByteOffset;
e->output_slot = is.elements[j].register_idx;
e->method = WINED3DDECLMETHOD_DEFAULT;
e->usage = 0;
e->usage_idx = 0;
if (f->AlignedByteOffset == D3D10_APPEND_ALIGNED_ELEMENT)
FIXME("D3D10_APPEND_ALIGNED_ELEMENT not supported\n");
if (f->InputSlotClass != D3D10_INPUT_PER_VERTEX_DATA)
FIXME("Ignoring input slot class (%#x)\n", f->InputSlotClass);
if (f->InstanceDataStepRate)
FIXME("Ignoring instace data step rate (%#x)\n", f->InstanceDataStepRate);
break;
}
}
}
HeapFree(GetProcessHeap(), 0, is.elements);
return S_OK;
}
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE d3d10_input_layout_QueryInterface(ID3D10InputLayout *iface,
@ -65,6 +203,7 @@ static ULONG STDMETHODCALLTYPE d3d10_input_layout_Release(ID3D10InputLayout *ifa
if (!refcount)
{
IWineD3DVertexDeclaration_Release(This->wined3d_decl);
HeapFree(GetProcessHeap(), 0, This);
}