Esempio n. 1
0
static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC *element_descs,
        UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
        WINED3DVERTEXELEMENT **wined3d_elements, UINT *wined3d_element_count)
{
    struct wined3d_shader_signature is;
    HRESULT hr;
    UINT i;

    hr = parse_dxbc(shader_byte_code, shader_byte_code_length, isgn_handler, &is);
    if (FAILED(hr))
    {
        ERR("Failed to parse input signature.\n");
        return E_FAIL;
    }

    *wined3d_elements = HeapAlloc(GetProcessHeap(), 0, element_count * sizeof(**wined3d_elements));
    if (!*wined3d_elements)
    {
        ERR("Failed to allocate wined3d vertex element array memory.\n");
        HeapFree(GetProcessHeap(), 0, is.elements);
        return E_OUTOFMEMORY;
    }
    *wined3d_element_count = 0;

    for (i = 0; i < element_count; ++i)
    {
        UINT j;

        for (j = 0; j < is.element_count; ++j)
        {
            if (!strcmp(element_descs[i].SemanticName, is.elements[j].semantic_name)
                    && element_descs[i].SemanticIndex == is.elements[j].semantic_idx)
            {
                WINED3DVERTEXELEMENT *e = &(*wined3d_elements)[(*wined3d_element_count)++];
                const D3D10_INPUT_ELEMENT_DESC *f = &element_descs[i];

                e->format = wined3dformat_from_dxgi_format(f->Format);
                e->input_slot = f->InputSlot;
                e->offset = f->AlignedByteOffset;
                e->output_slot = is.elements[j].register_idx;
                e->method = WINED3DDECLMETHOD_DEFAULT;
                e->usage = 0;
                e->usage_idx = 0;

                if (f->AlignedByteOffset == D3D10_APPEND_ALIGNED_ELEMENT)
                    FIXME("D3D10_APPEND_ALIGNED_ELEMENT not supported\n");
                if (f->InputSlotClass != D3D10_INPUT_PER_VERTEX_DATA)
                    FIXME("Ignoring input slot class (%#x)\n", f->InputSlotClass);
                if (f->InstanceDataStepRate)
                    FIXME("Ignoring instace data step rate (%#x)\n", f->InstanceDataStepRate);

                break;
            }
        }
    }

    shader_free_signature(&is);

    return S_OK;
}
Esempio n. 2
0
static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEMENT_DESC *element_descs,
        UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
        struct wined3d_vertex_element **wined3d_elements)
{
    struct wined3d_shader_signature is;
    unsigned int i;
    HRESULT hr;

    if (FAILED(hr = parse_dxbc(shader_byte_code, shader_byte_code_length, isgn_handler, &is)))
    {
        ERR("Failed to parse input signature.\n");
        return E_FAIL;
    }

    if (!(*wined3d_elements = d3d11_calloc(element_count, sizeof(**wined3d_elements))))
    {
        ERR("Failed to allocate wined3d vertex element array memory.\n");
        HeapFree(GetProcessHeap(), 0, is.elements);
        return E_OUTOFMEMORY;
    }

    for (i = 0; i < element_count; ++i)
    {
        struct wined3d_vertex_element *e = &(*wined3d_elements)[i];
        const D3D11_INPUT_ELEMENT_DESC *f = &element_descs[i];
        unsigned int j;

        e->format = wined3dformat_from_dxgi_format(f->Format);
        e->input_slot = f->InputSlot;
        e->offset = f->AlignedByteOffset;
        e->output_slot = WINED3D_OUTPUT_SLOT_UNUSED;
        e->input_slot_class = f->InputSlotClass;
        e->instance_data_step_rate = f->InstanceDataStepRate;
        e->method = WINED3D_DECL_METHOD_DEFAULT;
        e->usage = 0;
        e->usage_idx = 0;

        for (j = 0; j < is.element_count; ++j)
        {
            if (!strcasecmp(element_descs[i].SemanticName, is.elements[j].semantic_name)
                    && element_descs[i].SemanticIndex == is.elements[j].semantic_idx)
            {
                e->output_slot = is.elements[j].register_idx;
                break;
            }
        }

        if (e->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
            WARN("Unused input element %u.\n", i);
    }

    shader_free_signature(&is);

    return S_OK;
}
Esempio n. 3
0
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_INVALIDARG;

    if (FAILED(hr))
    {
        ERR("Failed to parse shader, hr %#x\n", hr);
        shader_free_signature(shader_info->output_signature);
    }

    return hr;
}