Sweden-Number/dlls/d3d10core/shader.c

536 lines
16 KiB
C

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