> +HRESULT WINAPI D3DXGetShaderInputSemantics(const DWORD *byte_code, D3DXSEMANTIC *semantics, UINT *count)
> +{
> + � �const DWORD *ptr = byte_code;
> + � �UINT i = 0;
> +
> + � �TRACE("byte_code = %p, semantics = %p, count = %p\n", byte_code, semantics, count);
> +
> + � �if (!byte_code)
> + � � � �return D3DERR_INVALIDCALL;
> +
> + � �TRACE("Shader version: %#x\n", *ptr);
> +
> + � �/* Look for the END token, skipping the VERSION token */
> + � �while (*++ptr != D3DSIO_END)

I think you should be a bit more careful in skipping non-opcode
DWORDs, otherwise you could e.g. potentially match with constants from
DEF instructions - very unlikely to happen in practice, sure, but
since it can be easily avoided, why not?
Take a look at shader_skip_opcode() from wined3d/shader_sm1.c. You can
probably get away without having to write a table with the parameters
count for each SM1 opcode by just skipping DWORDs with the most
significant bit set (see shader_skip_unrecognized() from the same
file). Of course you still have to special case DEF but that should be
it.

I was thinking about this kind of problem but followed what D3DXGetShaderSize does.
So D3DXGetShaderSize will have to be fixed as well.
So if I summarize:

if (sm > 2) handle instruction length
else if (comment or def instruction) special handling for them
else skip DWORD with bit 31 set

Is this correct?



> + � �{
> + � � � �/* Skip comments */
> + � � � �if ((*ptr & D3DSI_OPCODE_MASK) == D3DSIO_COMMENT)
> + � � � �{
> + � � � � � �ptr += ((*ptr & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT);
> + � � � �}
> + � � � �else if ((*ptr & D3DSI_OPCODE_MASK) == D3DSIO_DCL)
> + � � � �{
> + � � � � � �DWORD param1 = *++ptr;
> + � � � � � �DWORD param2 = *++ptr;
> + � � � � � �DWORD usage = param1 & 0x1f;
> + � � � � � �DWORD usage_index = (param1 >> 16) & 0xf;
> + � � � � � �DWORD reg_type = (((param2 >> 11) & 0x3) << 3) | ((param2 >> 28) & 0x7);
> +
> + � � � � � �TRACE("D3DSIO_DCL param1: %#x, param2: %#x, usage: %u, usage_index: %u, reg_type: %u\n",
> + � � � � � � � � � param1, param2, usage, usage_index, reg_type);
> +
> + � � � � � �if (reg_type == D3DSPR_INPUT)
> + � � � � � �{
> + � � � � � � � �if (semantics)
> + � � � � � � � �{
> + � � � � � � � � � �semantics[i].Usage = usage;
> + � � � � � � � � � �semantics[i].UsageIndex = usage_index;
> + � � � � � � � �}
> + � � � � � � � �i++;
> + � � � � � �}
> + � � � �}
> + � �}
> +
> + � �if (count)
> + � � � �*count = i;
> +
> + � �return D3D_OK;
> +}

Have you tried to implement D3DXGetShaderOutputSemantics too? I
suspect most of the code will be pretty much the same, in that case
you could move the common code to a helper function and use it from
both.
You don't necessarily need to do this right now, just mentioning a
potential follow-up.

I tought about it too. There are indeed similar. I planned to do it later but I will do it in this patch since I have to update it anyway.

Thanks
Christian