Module: wine Branch: master Commit: 74eace2a379da2f80df51af12bcc5d77404ff192 URL: http://source.winehq.org/git/wine.git/?a=commit;h=74eace2a379da2f80df51af12b...
Author: Józef Kucia jkucia@codeweavers.com Date: Thu Aug 11 12:57:28 2016 +0200
d3d11: Add support for feature level 9 shaders.
Signed-off-by: Józef Kucia jkucia@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/d3d11/d3d11_private.h | 1 + dlls/d3d11/shader.c | 90 +++++++++++++++++++++++++++++++++++++++------- dlls/d3d11/tests/d3d11.c | 10 ++---- 3 files changed, 82 insertions(+), 19 deletions(-)
diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h index e9837cc..4af0faa 100644 --- a/dlls/d3d11/d3d11_private.h +++ b/dlls/d3d11/d3d11_private.h @@ -45,6 +45,7 @@ #define TAG_OSGN MAKE_TAG('O', 'S', 'G', 'N') #define TAG_SHDR MAKE_TAG('S', 'H', 'D', 'R') #define TAG_SHEX MAKE_TAG('S', 'H', 'E', 'X') +#define TAG_AON9 MAKE_TAG('A', 'o', 'n', '9')
struct d3d_device;
diff --git a/dlls/d3d11/shader.c b/dlls/d3d11/shader.c index 9f618e4..dab2b9b 100644 --- a/dlls/d3d11/shader.c +++ b/dlls/d3d11/shader.c @@ -24,47 +24,113 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d11);
-static HRESULT shdr_handler(const char *data, DWORD data_size, DWORD tag, void *ctx) +struct aon9_header { - struct wined3d_shader_desc *desc = ctx; + DWORD chunk_size; + DWORD shader_version; + DWORD unknown; + DWORD byte_code_offset; +}; + +struct shader_handler_context +{ + D3D_FEATURE_LEVEL feature_level; + struct wined3d_shader_desc *desc; +}; + +static HRESULT shdr_handler(const char *data, DWORD data_size, DWORD tag, void *context) +{ + const struct shader_handler_context *ctx = context; + struct wined3d_shader_desc *desc = ctx->desc; HRESULT hr;
switch (tag) { case TAG_ISGN: + if (ctx->feature_level <= D3D_FEATURE_LEVEL_9_3) + { + TRACE("Skipping shader input signature on feature level %#x.\n", ctx->feature_level); + break; + } if (FAILED(hr = shader_parse_signature(data, data_size, &desc->input_signature))) return hr; break;
case TAG_OSGN: + if (ctx->feature_level <= D3D_FEATURE_LEVEL_9_3) + { + TRACE("Skipping shader output signature on feature level %#x.\n", ctx->feature_level); + break; + } if (FAILED(hr = shader_parse_signature(data, data_size, &desc->output_signature))) return hr; break;
case TAG_SHDR: case TAG_SHEX: + if (ctx->feature_level <= D3D_FEATURE_LEVEL_9_3) + { + TRACE("Skipping SM4+ shader code on feature level %#x.\n", ctx->feature_level); + break; + } if (desc->byte_code) - FIXME("Multiple SHDR/SHEX chunks.\n"); + FIXME("Multiple shader code chunks.\n"); desc->byte_code = (const DWORD *)data; break;
+ case TAG_AON9: + if (ctx->feature_level <= D3D_FEATURE_LEVEL_9_3) + { + const struct aon9_header *header = (const struct aon9_header *)data; + unsigned int unknown_dword_count; + const char *byte_code; + + if (data_size < sizeof(*header)) + { + WARN("Invalid Aon9 data size %#x.\n", data_size); + return E_FAIL; + } + byte_code = data + header->byte_code_offset; + unknown_dword_count = (header->byte_code_offset - sizeof(*header)) / sizeof(DWORD); + + if (data_size - 2 * sizeof(DWORD) < header->byte_code_offset) + { + WARN("Invalid byte code offset %#x (size %#x).\n", header->byte_code_offset, data_size); + return E_FAIL; + } + FIXME("Skipping %u unknown DWORDs.\n", unknown_dword_count); + + if (desc->byte_code) + FIXME("Multiple shader code chunks.\n"); + desc->byte_code = (const DWORD *)byte_code; + TRACE("Feature level 9 shader version 0%08x, 0%08x.\n", header->shader_version, *desc->byte_code); + } + else + { + TRACE("Skipping feature level 9 shader code on feature level %#x.\n", ctx->feature_level); + break; + } + break; + default: - FIXME("Unhandled chunk %s\n", debugstr_an((const char *)&tag, 4)); + 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 wined3d_shader_desc *desc) +static HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, struct wined3d_shader_desc *desc, + D3D_FEATURE_LEVEL feature_level) { + struct shader_handler_context ctx = {feature_level, desc}; HRESULT hr;
desc->byte_code = NULL; memset(&desc->input_signature, 0, sizeof(desc->input_signature)); memset(&desc->output_signature, 0, sizeof(desc->output_signature));
- hr = parse_dxbc(dxbc, dxbc_length, shdr_handler, desc); + hr = parse_dxbc(dxbc, dxbc_length, shdr_handler, &ctx); if (!desc->byte_code) hr = E_INVALIDARG;
@@ -431,7 +497,7 @@ static HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d wined3d_mutex_lock(); wined3d_private_store_init(&shader->private_store);
- if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc))) + if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level))) { WARN("Failed to extract shader, hr %#x.\n", hr); wined3d_private_store_cleanup(&shader->private_store); @@ -637,7 +703,7 @@ static HRESULT d3d11_hull_shader_init(struct d3d11_hull_shader *shader, struct d wined3d_mutex_lock(); wined3d_private_store_init(&shader->private_store);
- if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc))) + if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level))) { WARN("Failed to extract shader, hr %#x.\n", hr); wined3d_private_store_cleanup(&shader->private_store); @@ -824,7 +890,7 @@ static HRESULT d3d11_domain_shader_init(struct d3d11_domain_shader *shader, stru wined3d_mutex_lock(); wined3d_private_store_init(&shader->private_store);
- if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc))) + if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level))) { WARN("Failed to extract shader, hr %#x.\n", hr); wined3d_private_store_cleanup(&shader->private_store); @@ -1115,7 +1181,7 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader, stru wined3d_mutex_lock(); wined3d_private_store_init(&shader->private_store);
- if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc))) + if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level))) { WARN("Failed to extract shader, hr %#x.\n", hr); wined3d_private_store_cleanup(&shader->private_store); @@ -1432,7 +1498,7 @@ static HRESULT d3d_pixel_shader_init(struct d3d_pixel_shader *shader, struct d3d wined3d_mutex_lock(); wined3d_private_store_init(&shader->private_store);
- if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc))) + if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level))) { WARN("Failed to extract shader, hr %#x.\n", hr); wined3d_private_store_cleanup(&shader->private_store); @@ -1636,7 +1702,7 @@ static HRESULT d3d11_compute_shader_init(struct d3d11_compute_shader *shader, st wined3d_mutex_lock(); wined3d_private_store_init(&shader->private_store);
- if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc))) + if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc, device->feature_level))) { WARN("Failed to extract shader, hr %#x.\n", hr); wined3d_private_store_cleanup(&shader->private_store); diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 05f7917..07a3066 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -3717,7 +3717,6 @@ static void test_create_shader(void) for (i = 0; i < sizeof(d3d11_feature_levels) / sizeof(*d3d11_feature_levels); ++i) { D3D_FEATURE_LEVEL feature_level = d3d11_feature_levels[i]; - BOOL todo = feature_level <= D3D_FEATURE_LEVEL_9_3; struct device_desc device_desc;
device_desc.feature_level = &feature_level; @@ -3730,20 +3729,17 @@ static void test_create_shader(void)
/* level_9 shaders */ hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_0, sizeof(ps_4_0_level_9_0), NULL, &ps); - todo_wine_if(todo) - ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_0 shader, hr %#x, feature level %#x.\n", hr, feature_level); + ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_0 shader, hr %#x, feature level %#x.\n", hr, feature_level); if (SUCCEEDED(hr)) ID3D11PixelShader_Release(ps);
hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_1, sizeof(ps_4_0_level_9_1), NULL, &ps); - todo_wine_if(todo) - ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_1 shader, hr %#x, feature level %#x.\n", hr, feature_level); + ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_1 shader, hr %#x, feature level %#x.\n", hr, feature_level); if (SUCCEEDED(hr)) ID3D11PixelShader_Release(ps);
hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_3, sizeof(ps_4_0_level_9_3), NULL, &ps); - todo_wine_if(todo) - ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_3 shader, hr %#x, feature level %#x.\n", hr, feature_level); + ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_3 shader, hr %#x, feature level %#x.\n", hr, feature_level); if (SUCCEEDED(hr)) ID3D11PixelShader_Release(ps);