2013/6/11 Christian Costa <titan.costa(a)gmail.com>:
> Fixes bug 22682.
> ---
> dlls/d3dx9_36/d3dx9_36.spec | 2 +-
> dlls/d3dx9_36/shader.c | 50 ++++++++++++++++++++++++++++++++++++++
> dlls/d3dx9_36/tests/shader.c | 55 ++++++++++++++++++++++++++++++++++++++++++
> include/d3dx9shader.h | 1 +
> 4 files changed, 107 insertions(+), 1 deletion(-)
>
> diff --git a/dlls/d3dx9_36/d3dx9_36.spec b/dlls/d3dx9_36/d3dx9_36.spec
> index f2c229a..0f1387e 100644
> --- a/dlls/d3dx9_36/d3dx9_36.spec
> +++ b/dlls/d3dx9_36/d3dx9_36.spec
> @@ -159,7 +159,7 @@
> @ stdcall D3DXGetPixelShaderProfile(ptr)
> @ stdcall D3DXGetShaderConstantTable(ptr ptr)
> @ stdcall D3DXGetShaderConstantTableEx(ptr long ptr)
> -@ stub D3DXGetShaderInputSemantics(ptr ptr ptr)
> +@ stdcall D3DXGetShaderInputSemantics(ptr ptr ptr)
> @ stub D3DXGetShaderOutputSemantics(ptr ptr ptr)
> @ stdcall D3DXGetShaderSamplers(ptr ptr ptr)
> @ stdcall D3DXGetShaderSize(ptr)
> diff --git a/dlls/d3dx9_36/shader.c b/dlls/d3dx9_36/shader.c
> index 75bc9b5..3b71b4b 100644
> --- a/dlls/d3dx9_36/shader.c
> +++ b/dlls/d3dx9_36/shader.c
> @@ -1,6 +1,7 @@
> /*
> * Copyright 2008 Luis Busquets
> * Copyright 2009 Matteo Bruni
> + * Copyright 2010, 2013 Christian Costa
> * Copyright 2011 Travis Athougies
> *
> * This library is free software; you can redistribute it and/or
> @@ -1778,3 +1779,52 @@ HRESULT WINAPI D3DXGetShaderSamplers(const DWORD *byte_code, const char **sample
>
> return D3D_OK;
> }
> +
> +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.
> + {
> + /* 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.
> diff --git a/dlls/d3dx9_36/tests/shader.c b/dlls/d3dx9_36/tests/shader.c
> index f7be174..471cd8c 100644
> --- a/dlls/d3dx9_36/tests/shader.c
> +++ b/dlls/d3dx9_36/tests/shader.c
> @@ -1,5 +1,6 @@
> /*
> * Copyright 2008 Luis Busquets
> + * Copyright 2010, 2013 Christian Costa
> * Copyright 2011 Travis Athougies
> *
> * This library is free software; you can redistribute it and/or
> @@ -271,6 +272,22 @@ static const D3DXCONSTANT_DESC ctab_samplers_expected[] = {
> {"sampler2", D3DXRS_SAMPLER, 3, 1, D3DXPC_OBJECT, D3DXPT_SAMPLER3D, 1, 1, 1, 0, 4, NULL},
> {"notsampler", D3DXRS_FLOAT4, 2, 1, D3DXPC_VECTOR, D3DXPT_FLOAT, 1, 4, 1, 0, 16, NULL}};
>
> +static const DWORD semantics_vs11[] = {
> + 0xfffe0101, /* vs_1_1 */
> + 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 (input) */
> + 0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 (input) */
> + 0x0000001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 (input) */
> + 0x0000001f, 0x8000000a, 0xe00f0000, /* dcl_color0 oD0 (output) */
> + 0x0000ffff}; /* END */
> +
> +static const DWORD semantics_vs30[] = {
> + 0xfffe0300, /* vs_3_0 */
> + 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 (input) */
> + 0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 (input) */
> + 0x0000001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 (input) */
> + 0x0000001f, 0x8000000a, 0xe00f0000, /* dcl_color0 o0 (output) */
> + 0x0000ffff}; /* END */
> +
> static void test_get_shader_size(void)
> {
> UINT shader_size, expected;
> @@ -1900,6 +1917,43 @@ static void test_get_shader_constant_variables(void)
> ok(count == 0, "Release failed, got %u, expected %u\n", count, 0);
> }
>
> +static void test_get_shader_semantics(void)
> +{
> + HRESULT ret;
> + D3DXSEMANTIC semantics[MAXD3DDECLLENGTH];
> + UINT count;
> +
> + /* Check parameters */
> + ret = D3DXGetShaderInputSemantics(NULL, semantics, &count);
> + ok(ret == D3DERR_INVALIDCALL, "Returned %#x, expected %#x\n", ret, D3DERR_INVALIDCALL);
> + ret = D3DXGetShaderInputSemantics(semantics_vs11, semantics, NULL);
> + ok(ret == D3D_OK, "Failed with %#xn", ret);
> + count = 0xdeadbeef;
> + ret = D3DXGetShaderInputSemantics(semantics_vs11, NULL, &count);
> + ok(ret == D3D_OK, "Failed with %#xn", ret);
> + ok(count == 3, "Got %u, expected 1\n", count);
> +
> + ret = D3DXGetShaderInputSemantics(semantics_vs11, semantics, &count);
> + ok(ret == D3D_OK, "Failed with %#xn", ret);
> + ok(count == 3, "Got %u, expected 1\n", count);
> + ok(semantics[0].Usage == D3DDECLUSAGE_POSITION, "Got %u, expected %u\n", semantics[0].Usage, D3DDECLUSAGE_POSITION);
> + ok(semantics[0].UsageIndex == 0, "Got %u, expected 0\n", semantics[0].UsageIndex);
> + ok(semantics[1].Usage == D3DDECLUSAGE_TEXCOORD, "Got %u, expected %u\n", semantics[1].Usage, D3DDECLUSAGE_TEXCOORD);
> + ok(semantics[1].UsageIndex == 0, "Got %u, expected 0\n", semantics[0].UsageIndex);
> + ok(semantics[2].Usage == D3DDECLUSAGE_TEXCOORD, "Got %u, expected %u\n", semantics[2].Usage, D3DDECLUSAGE_TEXCOORD);
> + ok(semantics[2].UsageIndex == 1, "Got %u, expected 1\n", semantics[0].UsageIndex);
> +
> + ret = D3DXGetShaderInputSemantics(semantics_vs30, semantics, &count);
> + ok(ret == D3D_OK, "Failed with %#xn", ret);
> + ok(count == 3, "Got %u, expected 1\n", count);
> + ok(semantics[0].Usage == D3DDECLUSAGE_POSITION, "Got %u, expected %u\n", semantics[0].Usage, D3DDECLUSAGE_POSITION);
> + ok(semantics[0].UsageIndex == 0, "Got %u, expected 0\n", semantics[0].UsageIndex);
> + ok(semantics[1].Usage == D3DDECLUSAGE_TEXCOORD, "Got %u, expected %u\n", semantics[1].Usage, D3DDECLUSAGE_TEXCOORD);
> + ok(semantics[1].UsageIndex == 0, "Got %u, expected 0\n", semantics[0].UsageIndex);
> + ok(semantics[2].Usage == D3DDECLUSAGE_TEXCOORD, "Got %u, expected %u\n", semantics[2].Usage, D3DDECLUSAGE_TEXCOORD);
> + ok(semantics[2].UsageIndex == 1, "Got %u, expected 1\n", semantics[0].UsageIndex);
> +}
> +
> START_TEST(shader)
> {
> test_get_shader_size();
> @@ -1911,4 +1965,5 @@ START_TEST(shader)
> test_get_sampler_index();
> test_get_shader_samplers();
> test_get_shader_constant_variables();
> + test_get_shader_semantics();
> }
> diff --git a/include/d3dx9shader.h b/include/d3dx9shader.h
> index 0b30519..f5ba1c4 100644
> --- a/include/d3dx9shader.h
> +++ b/include/d3dx9shader.h
> @@ -269,6 +269,7 @@ DWORD WINAPI D3DXGetShaderVersion(const DWORD *byte_code);
> const char * WINAPI D3DXGetVertexShaderProfile(struct IDirect3DDevice9 *device);
> HRESULT WINAPI D3DXFindShaderComment(CONST DWORD* byte_code, DWORD fourcc, LPCVOID* data, UINT* size);
> HRESULT WINAPI D3DXGetShaderSamplers(CONST DWORD *byte_code, LPCSTR *samplers, UINT *count);
> +HRESULT WINAPI D3DXGetShaderInputSemantics(const DWORD *byte_code, D3DXSEMANTIC *semantics, UINT *count);
>
> HRESULT WINAPI D3DXAssembleShaderFromFileA(const char *filename, const D3DXMACRO *defines,
> ID3DXInclude *include, DWORD flags, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
>
>
>