Use the shader frontend to get the shader type.
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- dlls/wined3d/shader.c | 124 +++++++++++++++++++++-------------------- dlls/wined3d/shader_sm4.c | 2 +- dlls/wined3d/wined3d_private.h | 3 - 3 files changed, 64 insertions(+), 65 deletions(-)
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index edaa35ea65cb..32261a9a9d79 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -419,15 +419,6 @@ static const struct wined3d_shader_frontend *shader_select_frontend(enum wined3d } }
-static enum wined3d_shader_type shader_get_shader_type(const struct wined3d_shader_desc *desc) -{ - if (desc->format == WINED3D_SHADER_BYTE_CODE_FORMAT_SM4) - return wined3d_get_sm4_shader_type(desc->byte_code, desc->byte_code_size); - - FIXME("Could not get shader type for byte code format %#x.\n", desc->format); - return WINED3D_SHADER_TYPE_INVALID; -} - void string_buffer_clear(struct wined3d_string_buffer *buffer) { buffer->buffer[0] = '\0'; @@ -3755,16 +3746,13 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr); }
- if (desc->byte_code && byte_code_size) + if (!(shader->function = heap_alloc(byte_code_size))) { - if (!(shader->function = heap_alloc(byte_code_size))) - { - shader_cleanup(shader); - return E_OUTOFMEMORY; - } - memcpy(shader->function, desc->byte_code, byte_code_size); - shader->functionLength = byte_code_size; + shader_cleanup(shader); + return E_OUTOFMEMORY; } + memcpy(shader->function, desc->byte_code, byte_code_size); + shader->functionLength = byte_code_size;
return hr; } @@ -3804,43 +3792,69 @@ static HRESULT vertex_shader_init(struct wined3d_shader *shader, struct wined3d_ return WINED3D_OK; }
-static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3d_device *device, - const struct wined3d_shader_desc *desc, const struct wined3d_stream_output_desc *so_desc, - void *parent, const struct wined3d_parent_ops *parent_ops) +static HRESULT geometry_shader_init_stream_output(struct wined3d_shader *shader, + const struct wined3d_stream_output_desc *so_desc) { - struct wined3d_shader_desc shader_desc = *desc; + const struct wined3d_shader_frontend *fe = shader->frontend; struct wined3d_stream_output_element *elements; - enum wined3d_shader_type shader_type; - HRESULT hr; + struct wined3d_shader_version shader_version; + const DWORD *ptr; + void *fe_data;
- if (so_desc) + if (!so_desc) + return WINED3D_OK; + + if (!(fe_data = fe->shader_init(shader->function, shader->functionLength, &shader->output_signature))) { - shader_type = shader_get_shader_type(desc); - switch (shader_type) - { - case WINED3D_SHADER_TYPE_VERTEX: - shader_desc.byte_code = NULL; - shader_desc.byte_code_size = 0; - break; - case WINED3D_SHADER_TYPE_DOMAIN: - FIXME("Stream output not supported for %s.\n", debug_shader_type(shader_type)); - return E_NOTIMPL; - default: - break; - } + WARN("Failed to initialise frontend data.\n"); + return WINED3DERR_INVALIDCALL; + } + fe->shader_read_header(fe_data, &ptr, &shader_version); + fe->shader_free(fe_data); + + switch (shader_version.type) + { + case WINED3D_SHADER_TYPE_VERTEX: + heap_free(shader->function); + shader->function = NULL; + shader->functionLength = 0; + break; + case WINED3D_SHADER_TYPE_DOMAIN: + FIXME("Stream output not supported for %s.\n", debug_shader_type(shader_version.type)); + return E_NOTIMPL; + case WINED3D_SHADER_TYPE_GEOMETRY: + break; + default: + WARN("Wrong shader type %s.\n", debug_shader_type(shader_version.type)); + return E_INVALIDARG; }
- if (FAILED(hr = shader_init(shader, device, &shader_desc, parent, parent_ops))) + if (!(elements = heap_calloc(so_desc->element_count, sizeof(*elements)))) + return E_OUTOFMEMORY; + + shader->u.gs.so_desc = *so_desc; + shader->u.gs.so_desc.elements = elements; + memcpy(elements, so_desc->elements, so_desc->element_count * sizeof(*elements)); + + return WINED3D_OK; +} + +static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3d_device *device, + const struct wined3d_shader_desc *desc, const struct wined3d_stream_output_desc *so_desc, + void *parent, const struct wined3d_parent_ops *parent_ops) +{ + HRESULT hr; + + if (FAILED(hr = shader_init(shader, device, desc, parent, parent_ops))) return hr;
- if (shader_desc.byte_code) + if (FAILED(hr = geometry_shader_init_stream_output(shader, so_desc))) + goto fail; + + if (shader->function) { if (FAILED(hr = shader_set_function(shader, device, WINED3D_SHADER_TYPE_GEOMETRY, 0))) - { - WARN("Failed to set function, hr %#x.\n", hr); - shader_cleanup(shader); - return hr; - } + goto fail; } else { @@ -3850,26 +3864,14 @@ static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3 shader_set_limits(shader);
if (FAILED(hr = shader_scan_output_signature(shader))) - { - shader_cleanup(shader); - return hr; - } - } - - if (so_desc) - { - if (!(elements = heap_calloc(so_desc->element_count, sizeof(*elements)))) - { - shader_cleanup(shader); - return E_OUTOFMEMORY; - } - - shader->u.gs.so_desc = *so_desc; - shader->u.gs.so_desc.elements = elements; - memcpy(elements, so_desc->elements, so_desc->element_count * sizeof(*elements)); + goto fail; }
return WINED3D_OK; + +fail: + shader_cleanup(shader); + return hr; }
void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, diff --git a/dlls/wined3d/shader_sm4.c b/dlls/wined3d/shader_sm4.c index b119e8feaa80..7841686b8b4b 100644 --- a/dlls/wined3d/shader_sm4.c +++ b/dlls/wined3d/shader_sm4.c @@ -1222,7 +1222,7 @@ static enum wined3d_data_type map_data_type(char t) } }
-enum wined3d_shader_type wined3d_get_sm4_shader_type(const DWORD *byte_code, size_t byte_code_size) +static enum wined3d_shader_type wined3d_get_sm4_shader_type(const DWORD *byte_code, size_t byte_code_size) { DWORD shader_type;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 5f7f6fd39795..340bfe64801c 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1253,9 +1253,6 @@ struct wined3d_shader_frontend extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN; extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
-enum wined3d_shader_type wined3d_get_sm4_shader_type(const DWORD *byte_code, - size_t byte_code_size) DECLSPEC_HIDDEN; - typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
#define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001