536 lines
16 KiB
C
536 lines
16 KiB
C
/*
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* Copyright 2009 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "d3d10core_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
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static HRESULT shdr_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
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{
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struct d3d10_shader_info *shader_info = ctx;
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HRESULT hr;
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switch(tag)
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{
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case TAG_OSGN:
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hr = shader_parse_signature(data, data_size, shader_info->output_signature);
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if (FAILED(hr)) return hr;
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break;
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case TAG_SHDR:
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shader_info->shader_code = (const DWORD *)data;
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break;
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default:
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FIXME("Unhandled chunk %s\n", debugstr_an((const char *)&tag, 4));
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break;
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}
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return S_OK;
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}
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static HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, struct d3d10_shader_info *shader_info)
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{
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HRESULT hr;
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shader_info->shader_code = NULL;
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memset(shader_info->output_signature, 0, sizeof(*shader_info->output_signature));
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hr = parse_dxbc(dxbc, dxbc_length, shdr_handler, shader_info);
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if (!shader_info->shader_code) hr = E_FAIL;
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if (FAILED(hr))
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{
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ERR("Failed to parse shader, hr %#x\n", hr);
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shader_free_signature(shader_info->output_signature);
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}
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return hr;
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}
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HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d_shader_signature *s)
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{
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struct wined3d_shader_signature_element *e;
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unsigned int string_data_offset;
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unsigned int string_data_size;
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const char *ptr = data;
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char *string_data;
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unsigned int i;
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DWORD count;
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read_dword(&ptr, &count);
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TRACE("%u elements\n", count);
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skip_dword_unknown(&ptr, 1);
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e = HeapAlloc(GetProcessHeap(), 0, count * sizeof(*e));
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if (!e)
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{
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ERR("Failed to allocate input signature memory.\n");
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return E_OUTOFMEMORY;
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}
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/* 2 DWORDs for the header, 6 for each element. */
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string_data_offset = 2 * sizeof(DWORD) + count * 6 * sizeof(DWORD);
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string_data_size = data_size - string_data_offset;
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string_data = HeapAlloc(GetProcessHeap(), 0, string_data_size);
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if (!string_data)
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{
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ERR("Failed to allocate string data memory.\n");
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HeapFree(GetProcessHeap(), 0, e);
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return E_OUTOFMEMORY;
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}
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memcpy(string_data, data + string_data_offset, string_data_size);
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for (i = 0; i < count; ++i)
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{
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UINT name_offset;
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read_dword(&ptr, &name_offset);
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e[i].semantic_name = string_data + (name_offset - string_data_offset);
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read_dword(&ptr, &e[i].semantic_idx);
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read_dword(&ptr, &e[i].sysval_semantic);
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read_dword(&ptr, &e[i].component_type);
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read_dword(&ptr, &e[i].register_idx);
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read_dword(&ptr, &e[i].mask);
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TRACE("semantic: %s, semantic idx: %u, sysval_semantic %#x, "
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"type %u, register idx: %u, use_mask %#x, input_mask %#x\n",
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debugstr_a(e[i].semantic_name), e[i].semantic_idx, e[i].sysval_semantic,
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e[i].component_type, e[i].register_idx, (e[i].mask >> 8) & 0xff, e[i].mask & 0xff);
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}
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s->elements = e;
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s->element_count = count;
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s->string_data = string_data;
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return S_OK;
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}
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void shader_free_signature(struct wined3d_shader_signature *s)
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{
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HeapFree(GetProcessHeap(), 0, s->string_data);
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HeapFree(GetProcessHeap(), 0, s->elements);
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}
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/* IUnknown methods */
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static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_QueryInterface(ID3D10VertexShader *iface,
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REFIID riid, void **object)
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{
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TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
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if (IsEqualGUID(riid, &IID_ID3D10VertexShader)
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|| IsEqualGUID(riid, &IID_ID3D10DeviceChild)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IUnknown_AddRef(iface);
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*object = iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
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*object = NULL;
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return E_NOINTERFACE;
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}
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static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_AddRef(ID3D10VertexShader *iface)
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{
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struct d3d10_vertex_shader *This = (struct d3d10_vertex_shader *)iface;
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ULONG refcount = InterlockedIncrement(&This->refcount);
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TRACE("%p increasing refcount to %u\n", This, refcount);
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if (refcount == 1)
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wined3d_shader_incref(This->wined3d_shader);
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return refcount;
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}
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static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_Release(ID3D10VertexShader *iface)
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{
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struct d3d10_vertex_shader *This = (struct d3d10_vertex_shader *)iface;
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ULONG refcount = InterlockedDecrement(&This->refcount);
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TRACE("%p decreasing refcount to %u\n", This, refcount);
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if (!refcount)
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wined3d_shader_decref(This->wined3d_shader);
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return refcount;
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}
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/* ID3D10DeviceChild methods */
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static void STDMETHODCALLTYPE d3d10_vertex_shader_GetDevice(ID3D10VertexShader *iface, ID3D10Device **device)
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{
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FIXME("iface %p, device %p stub!\n", iface, device);
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}
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static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_GetPrivateData(ID3D10VertexShader *iface,
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REFGUID guid, UINT *data_size, void *data)
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{
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FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
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iface, debugstr_guid(guid), data_size, data);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_SetPrivateData(ID3D10VertexShader *iface,
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REFGUID guid, UINT data_size, const void *data)
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{
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FIXME("iface %p, guid %s, data_size %u, data %p stub!\n",
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iface, debugstr_guid(guid), data_size, data);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_SetPrivateDataInterface(ID3D10VertexShader *iface,
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REFGUID guid, const IUnknown *data)
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{
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FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data);
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return E_NOTIMPL;
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}
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static const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl =
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{
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/* IUnknown methods */
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d3d10_vertex_shader_QueryInterface,
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d3d10_vertex_shader_AddRef,
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d3d10_vertex_shader_Release,
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/* ID3D10DeviceChild methods */
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d3d10_vertex_shader_GetDevice,
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d3d10_vertex_shader_GetPrivateData,
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d3d10_vertex_shader_SetPrivateData,
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d3d10_vertex_shader_SetPrivateDataInterface,
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};
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static void STDMETHODCALLTYPE d3d10_vertex_shader_wined3d_object_destroyed(void *parent)
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{
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struct d3d10_vertex_shader *shader = parent;
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shader_free_signature(&shader->output_signature);
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HeapFree(GetProcessHeap(), 0, shader);
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}
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static const struct wined3d_parent_ops d3d10_vertex_shader_wined3d_parent_ops =
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{
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d3d10_vertex_shader_wined3d_object_destroyed,
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};
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HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d10_device *device,
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const void *byte_code, SIZE_T byte_code_length)
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{
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struct d3d10_shader_info shader_info;
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HRESULT hr;
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shader->vtbl = &d3d10_vertex_shader_vtbl;
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shader->refcount = 1;
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shader_info.output_signature = &shader->output_signature;
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hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
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if (FAILED(hr))
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{
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ERR("Failed to extract shader, hr %#x.\n", hr);
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return hr;
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}
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hr = IWineD3DDevice_CreateVertexShader(device->wined3d_device, shader_info.shader_code,
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&shader->output_signature, shader, &d3d10_vertex_shader_wined3d_parent_ops, &shader->wined3d_shader);
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
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shader_free_signature(&shader->output_signature);
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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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/* IUnknown methods */
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static HRESULT STDMETHODCALLTYPE d3d10_geometry_shader_QueryInterface(ID3D10GeometryShader *iface,
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REFIID riid, void **object)
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{
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TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
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if (IsEqualGUID(riid, &IID_ID3D10GeometryShader)
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|| IsEqualGUID(riid, &IID_ID3D10DeviceChild)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IUnknown_AddRef(iface);
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*object = iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
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*object = NULL;
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return E_NOINTERFACE;
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}
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static ULONG STDMETHODCALLTYPE d3d10_geometry_shader_AddRef(ID3D10GeometryShader *iface)
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{
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struct d3d10_geometry_shader *This = (struct d3d10_geometry_shader *)iface;
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ULONG refcount = InterlockedIncrement(&This->refcount);
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TRACE("%p increasing refcount to %u\n", This, refcount);
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return refcount;
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}
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static ULONG STDMETHODCALLTYPE d3d10_geometry_shader_Release(ID3D10GeometryShader *iface)
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{
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struct d3d10_geometry_shader *This = (struct d3d10_geometry_shader *)iface;
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ULONG refcount = InterlockedDecrement(&This->refcount);
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TRACE("%p decreasing refcount to %u\n", This, refcount);
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if (!refcount)
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wined3d_shader_decref(This->wined3d_shader);
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return refcount;
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}
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/* ID3D10DeviceChild methods */
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static void STDMETHODCALLTYPE d3d10_geometry_shader_GetDevice(ID3D10GeometryShader *iface, ID3D10Device **device)
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{
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FIXME("iface %p, device %p stub!\n", iface, device);
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}
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static HRESULT STDMETHODCALLTYPE d3d10_geometry_shader_GetPrivateData(ID3D10GeometryShader *iface,
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REFGUID guid, UINT *data_size, void *data)
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{
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FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
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iface, debugstr_guid(guid), data_size, data);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_geometry_shader_SetPrivateData(ID3D10GeometryShader *iface,
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REFGUID guid, UINT data_size, const void *data)
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{
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FIXME("iface %p, guid %s, data_size %u, data %p stub!\n",
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iface, debugstr_guid(guid), data_size, data);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_geometry_shader_SetPrivateDataInterface(ID3D10GeometryShader *iface,
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REFGUID guid, const IUnknown *data)
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{
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FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data);
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return E_NOTIMPL;
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}
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static const struct ID3D10GeometryShaderVtbl d3d10_geometry_shader_vtbl =
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{
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/* IUnknown methods */
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d3d10_geometry_shader_QueryInterface,
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d3d10_geometry_shader_AddRef,
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d3d10_geometry_shader_Release,
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/* ID3D10DeviceChild methods */
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d3d10_geometry_shader_GetDevice,
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d3d10_geometry_shader_GetPrivateData,
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d3d10_geometry_shader_SetPrivateData,
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d3d10_geometry_shader_SetPrivateDataInterface,
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};
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static void STDMETHODCALLTYPE d3d10_geometry_shader_wined3d_object_destroyed(void *parent)
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{
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struct d3d10_geometry_shader *shader = parent;
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shader_free_signature(&shader->output_signature);
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HeapFree(GetProcessHeap(), 0, shader);
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}
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static const struct wined3d_parent_ops d3d10_geometry_shader_wined3d_parent_ops =
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{
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d3d10_geometry_shader_wined3d_object_destroyed,
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};
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HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct d3d10_device *device,
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const void *byte_code, SIZE_T byte_code_length)
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{
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struct d3d10_shader_info shader_info;
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HRESULT hr;
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shader->vtbl = &d3d10_geometry_shader_vtbl;
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shader->refcount = 1;
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shader_info.output_signature = &shader->output_signature;
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hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
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if (FAILED(hr))
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{
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ERR("Failed to extract shader, hr %#x.\n", hr);
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return hr;
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}
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hr = IWineD3DDevice_CreateGeometryShader(device->wined3d_device, shader_info.shader_code,
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&shader->output_signature, shader, &d3d10_geometry_shader_wined3d_parent_ops, &shader->wined3d_shader);
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
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shader_free_signature(&shader->output_signature);
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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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/* IUnknown methods */
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static HRESULT STDMETHODCALLTYPE d3d10_pixel_shader_QueryInterface(ID3D10PixelShader *iface,
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REFIID riid, void **object)
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{
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TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
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if (IsEqualGUID(riid, &IID_ID3D10PixelShader)
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|| IsEqualGUID(riid, &IID_ID3D10DeviceChild)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IUnknown_AddRef(iface);
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*object = iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
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*object = NULL;
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return E_NOINTERFACE;
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}
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static ULONG STDMETHODCALLTYPE d3d10_pixel_shader_AddRef(ID3D10PixelShader *iface)
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{
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struct d3d10_pixel_shader *This = (struct d3d10_pixel_shader *)iface;
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ULONG refcount = InterlockedIncrement(&This->refcount);
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TRACE("%p increasing refcount to %u\n", This, refcount);
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if (refcount == 1)
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wined3d_shader_incref(This->wined3d_shader);
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return refcount;
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}
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static ULONG STDMETHODCALLTYPE d3d10_pixel_shader_Release(ID3D10PixelShader *iface)
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{
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struct d3d10_pixel_shader *This = (struct d3d10_pixel_shader *)iface;
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ULONG refcount = InterlockedDecrement(&This->refcount);
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TRACE("%p decreasing refcount to %u\n", This, refcount);
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if (!refcount)
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wined3d_shader_decref(This->wined3d_shader);
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return refcount;
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}
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/* ID3D10DeviceChild methods */
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static void STDMETHODCALLTYPE d3d10_pixel_shader_GetDevice(ID3D10PixelShader *iface, ID3D10Device **device)
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{
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FIXME("iface %p, device %p stub!\n", iface, device);
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}
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static HRESULT STDMETHODCALLTYPE d3d10_pixel_shader_GetPrivateData(ID3D10PixelShader *iface,
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REFGUID guid, UINT *data_size, void *data)
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{
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FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
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iface, debugstr_guid(guid), data_size, data);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_pixel_shader_SetPrivateData(ID3D10PixelShader *iface,
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REFGUID guid, UINT data_size, const void *data)
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{
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FIXME("iface %p, guid %s, data_size %u, data %p stub!\n",
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iface, debugstr_guid(guid), data_size, data);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_pixel_shader_SetPrivateDataInterface(ID3D10PixelShader *iface,
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REFGUID guid, const IUnknown *data)
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{
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FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data);
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return E_NOTIMPL;
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}
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static const struct ID3D10PixelShaderVtbl d3d10_pixel_shader_vtbl =
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{
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/* IUnknown methods */
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d3d10_pixel_shader_QueryInterface,
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d3d10_pixel_shader_AddRef,
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d3d10_pixel_shader_Release,
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/* ID3D10DeviceChild methods */
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d3d10_pixel_shader_GetDevice,
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d3d10_pixel_shader_GetPrivateData,
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d3d10_pixel_shader_SetPrivateData,
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d3d10_pixel_shader_SetPrivateDataInterface,
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};
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static void STDMETHODCALLTYPE d3d10_pixel_shader_wined3d_object_destroyed(void *parent)
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|
{
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struct d3d10_pixel_shader *shader = parent;
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shader_free_signature(&shader->output_signature);
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HeapFree(GetProcessHeap(), 0, shader);
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}
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|
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static const struct wined3d_parent_ops d3d10_pixel_shader_wined3d_parent_ops =
|
|
{
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|
d3d10_pixel_shader_wined3d_object_destroyed,
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|
};
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|
|
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HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_device *device,
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|
const void *byte_code, SIZE_T byte_code_length)
|
|
{
|
|
struct d3d10_shader_info shader_info;
|
|
HRESULT hr;
|
|
|
|
shader->vtbl = &d3d10_pixel_shader_vtbl;
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|
shader->refcount = 1;
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|
|
|
shader_info.output_signature = &shader->output_signature;
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|
hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
|
|
if (FAILED(hr))
|
|
{
|
|
ERR("Failed to extract shader, hr %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
hr = IWineD3DDevice_CreatePixelShader(device->wined3d_device, shader_info.shader_code,
|
|
&shader->output_signature, shader, &d3d10_pixel_shader_wined3d_parent_ops, &shader->wined3d_shader);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
|
|
shader_free_signature(&shader->output_signature);
|
|
return hr;
|
|
}
|
|
|
|
return S_OK;
|
|
}
|