void ShaderReflection::Reflect(ID3D10Blob* shader) { ID3D11ShaderReflection* reflector = 0; D3D11_SIGNATURE_PARAMETER_DESC input, output; D3D11_SHADER_INPUT_BIND_DESC resource; //Bind point is the register location D3DReflect(shader->GetBufferPointer(), shader->GetBufferSize(), IID_ID3D11ShaderReflection, (void**)&reflector); reflector->GetDesc(&shaderDesc); inputParams.paramCount = shaderDesc.InputParameters; inputParams.params = new D3D11_SIGNATURE_PARAMETER_DESC[inputParams.paramCount]; for(u32 i = 0; i < shaderDesc.InputParameters; ++i) { reflector->GetInputParameterDesc(i, &input); inputParams.params[i] = input; } outputParams.paramCount = shaderDesc.OutputParameters; outputParams.params = new D3D11_SIGNATURE_PARAMETER_DESC[outputParams.paramCount]; for(u32 i = 0; i < shaderDesc.OutputParameters; ++i) { reflector->GetOutputParameterDesc(i, &output); outputParams.params[i] = output; } for(u32 i = 0; i < shaderDesc.BoundResources; ++i) { reflector->GetResourceBindingDesc(i, &resource); if(resource.Type == D3D_SIT_CBUFFER) { ProcessCbuffer(reflector->GetConstantBufferByName(resource.Name)); } else if(resource.Type == D3D_SIT_SAMPLER) { } else if(resource.Type == D3D_SIT_TEXTURE) { } else {} } }
// -------------------------------------------------------- // Creates the DirectX Geometry shader and sets it up for // stream output, if possible. // // shaderBlob - The shader's compiled code // // Returns true if shader is created correctly, false otherwise // -------------------------------------------------------- bool SimpleGeometryShader::CreateShaderWithStreamOut(ID3DBlob* shaderBlob) { // Clean up first, in the event this method is // called more than once on the same object this->CleanUp(); // Reflect shader info ID3D11ShaderReflection* refl; D3DReflect( shaderBlob->GetBufferPointer(), shaderBlob->GetBufferSize(), IID_ID3D11ShaderReflection, (void**)&refl); // Get shader info D3D11_SHADER_DESC shaderDesc; refl->GetDesc(&shaderDesc); // Set up the output signature streamOutVertexSize = 0; std::vector<D3D11_SO_DECLARATION_ENTRY> soDecl; for (unsigned int i = 0; i < shaderDesc.OutputParameters; i++) { // Get the info about this entry D3D11_SIGNATURE_PARAMETER_DESC paramDesc; refl->GetOutputParameterDesc(i, ¶mDesc); // Create the SO Declaration D3D11_SO_DECLARATION_ENTRY entry; entry.SemanticIndex = paramDesc.SemanticIndex; entry.SemanticName = paramDesc.SemanticName; entry.Stream = paramDesc.Stream; entry.StartComponent = 0; // Assume starting at 0 entry.OutputSlot = 0; // Assume the first output slot // Check the mask to determine how many components are used entry.ComponentCount = CalcComponentCount(paramDesc.Mask); // Increment the size streamOutVertexSize += entry.ComponentCount * sizeof(float); // Add to the declaration soDecl.push_back(entry); } // Rasterization allowed? unsigned int rast = allowStreamOutRasterization ? 0 : D3D11_SO_NO_RASTERIZED_STREAM; // Create the shader HRESULT result = device->CreateGeometryShaderWithStreamOutput( shaderBlob->GetBufferPointer(), // Shader blob pointer shaderBlob->GetBufferSize(), // Shader blob size &soDecl[0], // Stream out declaration soDecl.size(), // Number of declaration entries NULL, // Buffer strides (not used - assume tightly packed?) 0, // No buffer strides rast, // Index of the stream to rasterize (if any) NULL, // Not using class linkage &shader); return (result == S_OK); }
bool getReflectionDataD3D11(ID3DBlob* _code, bool _vshader, UniformArray& _uniforms, uint8_t& _numAttrs, uint16_t* _attrs, uint16_t& _size, UniformNameList& unusedUniforms) { ID3D11ShaderReflection* reflect = NULL; HRESULT hr = D3DReflect(_code->GetBufferPointer() , _code->GetBufferSize() , s_compiler->IID_ID3D11ShaderReflection , (void**)&reflect ); if (FAILED(hr) ) { fprintf(stderr, "Error: D3DReflect failed 0x%08x\n", (uint32_t)hr); return false; } D3D11_SHADER_DESC desc; hr = reflect->GetDesc(&desc); if (FAILED(hr) ) { fprintf(stderr, "Error: ID3D11ShaderReflection::GetDesc failed 0x%08x\n", (uint32_t)hr); return false; } BX_TRACE("Creator: %s 0x%08x", desc.Creator, desc.Version); BX_TRACE("Num constant buffers: %d", desc.ConstantBuffers); BX_TRACE("Input:"); if (_vshader) // Only care about input semantic on vertex shaders { for (uint32_t ii = 0; ii < desc.InputParameters; ++ii) { D3D11_SIGNATURE_PARAMETER_DESC spd; reflect->GetInputParameterDesc(ii, &spd); BX_TRACE("\t%2d: %s%d, vt %d, ct %d, mask %x, reg %d" , ii , spd.SemanticName , spd.SemanticIndex , spd.SystemValueType , spd.ComponentType , spd.Mask , spd.Register ); const RemapInputSemantic& ris = findInputSemantic(spd.SemanticName, spd.SemanticIndex); if (ris.m_attr != bgfx::Attrib::Count) { _attrs[_numAttrs] = bgfx::attribToId(ris.m_attr); ++_numAttrs; } } } BX_TRACE("Output:"); for (uint32_t ii = 0; ii < desc.OutputParameters; ++ii) { D3D11_SIGNATURE_PARAMETER_DESC spd; reflect->GetOutputParameterDesc(ii, &spd); BX_TRACE("\t%2d: %s%d, %d, %d", ii, spd.SemanticName, spd.SemanticIndex, spd.SystemValueType, spd.ComponentType); } for (uint32_t ii = 0, num = bx::uint32_min(1, desc.ConstantBuffers); ii < num; ++ii) { ID3D11ShaderReflectionConstantBuffer* cbuffer = reflect->GetConstantBufferByIndex(ii); D3D11_SHADER_BUFFER_DESC bufferDesc; hr = cbuffer->GetDesc(&bufferDesc); _size = (uint16_t)bufferDesc.Size; if (SUCCEEDED(hr) ) { BX_TRACE("%s, %d, vars %d, size %d" , bufferDesc.Name , bufferDesc.Type , bufferDesc.Variables , bufferDesc.Size ); for (uint32_t jj = 0; jj < bufferDesc.Variables; ++jj) { ID3D11ShaderReflectionVariable* var = cbuffer->GetVariableByIndex(jj); ID3D11ShaderReflectionType* type = var->GetType(); D3D11_SHADER_VARIABLE_DESC varDesc; hr = var->GetDesc(&varDesc); if (SUCCEEDED(hr) ) { D3D11_SHADER_TYPE_DESC constDesc; hr = type->GetDesc(&constDesc); if (SUCCEEDED(hr) ) { UniformType::Enum uniformType = findUniformType(constDesc); if (UniformType::Count != uniformType && 0 != (varDesc.uFlags & D3D_SVF_USED) ) { Uniform un; un.name = varDesc.Name; un.type = uniformType; un.num = constDesc.Elements; un.regIndex = varDesc.StartOffset; un.regCount = BX_ALIGN_16(varDesc.Size) / 16; _uniforms.push_back(un); BX_TRACE("\t%s, %d, size %d, flags 0x%08x, %d (used)" , varDesc.Name , varDesc.StartOffset , varDesc.Size , varDesc.uFlags , uniformType ); } else { if (0 == (varDesc.uFlags & D3D_SVF_USED) ) { unusedUniforms.push_back(varDesc.Name); } BX_TRACE("\t%s, unknown type", varDesc.Name); } } } } } } BX_TRACE("Bound:"); for (uint32_t ii = 0; ii < desc.BoundResources; ++ii) { D3D11_SHADER_INPUT_BIND_DESC bindDesc; hr = reflect->GetResourceBindingDesc(ii, &bindDesc); if (SUCCEEDED(hr) ) { if (D3D_SIT_SAMPLER == bindDesc.Type) { BX_TRACE("\t%s, %d, %d, %d" , bindDesc.Name , bindDesc.Type , bindDesc.BindPoint , bindDesc.BindCount ); const char * end = strstr(bindDesc.Name, "Sampler"); if (NULL != end) { Uniform un; un.name.assign(bindDesc.Name, (end - bindDesc.Name) ); un.type = UniformType::Enum(BGFX_UNIFORM_SAMPLERBIT | UniformType::Int1); un.num = 1; un.regIndex = bindDesc.BindPoint; un.regCount = bindDesc.BindCount; _uniforms.push_back(un); } } } } if (NULL != reflect) { reflect->Release(); } return true; }
bool compileHLSLShaderDx11(bx::CommandLine& _cmdLine, const std::string& _code, bx::WriterI* _writer) { BX_TRACE("DX11"); const char* profile = _cmdLine.findOption('p', "profile"); if (NULL == profile) { fprintf(stderr, "Shader profile must be specified.\n"); return false; } bool debug = _cmdLine.hasArg('\0', "debug"); uint32_t flags = D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY; flags |= debug ? D3DCOMPILE_DEBUG : 0; flags |= _cmdLine.hasArg('\0', "avoid-flow-control") ? D3DCOMPILE_AVOID_FLOW_CONTROL : 0; flags |= _cmdLine.hasArg('\0', "no-preshader") ? D3DCOMPILE_NO_PRESHADER : 0; flags |= _cmdLine.hasArg('\0', "partial-precision") ? D3DCOMPILE_PARTIAL_PRECISION : 0; flags |= _cmdLine.hasArg('\0', "prefer-flow-control") ? D3DCOMPILE_PREFER_FLOW_CONTROL : 0; flags |= _cmdLine.hasArg('\0', "backwards-compatibility") ? D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY : 0; bool werror = _cmdLine.hasArg('\0', "Werror"); if (werror) { flags |= D3DCOMPILE_WARNINGS_ARE_ERRORS; } uint32_t optimization = 3; if (_cmdLine.hasArg(optimization, 'O') ) { optimization = bx::uint32_min(optimization, BX_COUNTOF(s_optimizationLevelDx11)-1); flags |= s_optimizationLevelDx11[optimization]; } else { flags |= D3DCOMPILE_SKIP_OPTIMIZATION; } BX_TRACE("Profile: %s", profile); BX_TRACE("Flags: 0x%08x", flags); ID3DBlob* code; ID3DBlob* errorMsg; // Output preprocessed shader so that HLSL can be debugged via GPA // or PIX. Compiling through memory won't embed preprocessed shader // file path. std::string hlslfp; if (debug) { hlslfp = _cmdLine.findOption('o'); hlslfp += ".hlsl"; writeFile(hlslfp.c_str(), _code.c_str(), (int32_t)_code.size() ); } HRESULT hr = D3DCompile(_code.c_str() , _code.size() , hlslfp.c_str() , NULL , NULL , "main" , profile , flags , 0 , &code , &errorMsg ); if (FAILED(hr) || (werror && NULL != errorMsg) ) { const char* log = (char*)errorMsg->GetBufferPointer(); int32_t line = 0; int32_t column = 0; int32_t start = 0; int32_t end = INT32_MAX; if (2 == sscanf(log, "(%u,%u):", &line, &column) && 0 != line) { start = bx::uint32_imax(1, line-10); end = start + 20; } printCode(_code.c_str(), line, start, end); fprintf(stderr, "Error: 0x%08x %s\n", (uint32_t)hr, log); errorMsg->Release(); return false; } UniformArray uniforms; ID3D11ShaderReflection* reflect = NULL; hr = D3DReflect(code->GetBufferPointer() , code->GetBufferSize() , IID_ID3D11ShaderReflection , (void**)&reflect ); if (FAILED(hr) ) { fprintf(stderr, "Error: 0x%08x\n", (uint32_t)hr); return false; } D3D11_SHADER_DESC desc; hr = reflect->GetDesc(&desc); if (FAILED(hr) ) { fprintf(stderr, BX_FILE_LINE_LITERAL "Error: 0x%08x\n", (uint32_t)hr); return false; } BX_TRACE("Creator: %s 0x%08x", desc.Creator, desc.Version); BX_TRACE("Num constant buffers: %d", desc.ConstantBuffers); BX_TRACE("Input:"); uint8_t numAttrs = 0; uint16_t attrs[bgfx::Attrib::Count]; if (profile[0] == 'v') // Only care about input semantic on vertex shaders { for (uint32_t ii = 0; ii < desc.InputParameters; ++ii) { D3D11_SIGNATURE_PARAMETER_DESC spd; reflect->GetInputParameterDesc(ii, &spd); BX_TRACE("\t%2d: %s%d, vt %d, ct %d, mask %x, reg %d" , ii , spd.SemanticName , spd.SemanticIndex , spd.SystemValueType , spd.ComponentType , spd.Mask , spd.Register ); const RemapInputSemantic& ris = findInputSemantic(spd.SemanticName, spd.SemanticIndex); if (ris.m_attr != bgfx::Attrib::Count) { attrs[numAttrs] = bgfx::attribToId(ris.m_attr); ++numAttrs; } } } BX_TRACE("Output:"); for (uint32_t ii = 0; ii < desc.OutputParameters; ++ii) { D3D11_SIGNATURE_PARAMETER_DESC spd; reflect->GetOutputParameterDesc(ii, &spd); BX_TRACE("\t%2d: %s%d, %d, %d", ii, spd.SemanticName, spd.SemanticIndex, spd.SystemValueType, spd.ComponentType); } uint16_t size = 0; for (uint32_t ii = 0; ii < bx::uint32_min(1, desc.ConstantBuffers); ++ii) { ID3D11ShaderReflectionConstantBuffer* cbuffer = reflect->GetConstantBufferByIndex(ii); D3D11_SHADER_BUFFER_DESC bufferDesc; hr = cbuffer->GetDesc(&bufferDesc); size = (uint16_t)bufferDesc.Size; if (SUCCEEDED(hr) ) { BX_TRACE("%s, %d, vars %d, size %d" , bufferDesc.Name , bufferDesc.Type , bufferDesc.Variables , bufferDesc.Size ); for (uint32_t jj = 0; jj < bufferDesc.Variables; ++jj) { ID3D11ShaderReflectionVariable* var = cbuffer->GetVariableByIndex(jj); ID3D11ShaderReflectionType* type = var->GetType(); D3D11_SHADER_VARIABLE_DESC varDesc; hr = var->GetDesc(&varDesc); if (SUCCEEDED(hr) ) { D3D11_SHADER_TYPE_DESC constDesc; hr = type->GetDesc(&constDesc); if (SUCCEEDED(hr) ) { UniformType::Enum uniformType = findUniformTypeDx11(constDesc); if (UniformType::Count != uniformType && 0 != (varDesc.uFlags & D3D_SVF_USED) ) { Uniform un; un.name = varDesc.Name; un.type = uniformType; un.num = constDesc.Elements; un.regIndex = varDesc.StartOffset; un.regCount = BX_ALIGN_16(varDesc.Size)/16; uniforms.push_back(un); BX_TRACE("\t%s, %d, size %d, flags 0x%08x, %d" , varDesc.Name , varDesc.StartOffset , varDesc.Size , varDesc.uFlags , uniformType ); } else { BX_TRACE("\t%s, unknown type", varDesc.Name); } } } } } } BX_TRACE("Bound:"); for (uint32_t ii = 0; ii < desc.BoundResources; ++ii) { D3D11_SHADER_INPUT_BIND_DESC bindDesc; hr = reflect->GetResourceBindingDesc(ii, &bindDesc); if (SUCCEEDED(hr) ) { // if (bindDesc.Type == D3D_SIT_SAMPLER) { BX_TRACE("\t%s, %d, %d, %d" , bindDesc.Name , bindDesc.Type , bindDesc.BindPoint , bindDesc.BindCount ); } } } uint16_t count = (uint16_t)uniforms.size(); bx::write(_writer, count); uint32_t fragmentBit = profile[0] == 'p' ? BGFX_UNIFORM_FRAGMENTBIT : 0; for (UniformArray::const_iterator it = uniforms.begin(); it != uniforms.end(); ++it) { const Uniform& un = *it; uint8_t nameSize = (uint8_t)un.name.size(); bx::write(_writer, nameSize); bx::write(_writer, un.name.c_str(), nameSize); uint8_t type = un.type|fragmentBit; bx::write(_writer, type); bx::write(_writer, un.num); bx::write(_writer, un.regIndex); bx::write(_writer, un.regCount); BX_TRACE("%s, %s, %d, %d, %d" , un.name.c_str() , getUniformTypeName(un.type) , un.num , un.regIndex , un.regCount ); } { ID3DBlob* stripped; hr = D3DStripShader(code->GetBufferPointer() , code->GetBufferSize() , D3DCOMPILER_STRIP_REFLECTION_DATA | D3DCOMPILER_STRIP_TEST_BLOBS , &stripped ); if (SUCCEEDED(hr) ) { code->Release(); code = stripped; } } uint16_t shaderSize = (uint16_t)code->GetBufferSize(); bx::write(_writer, shaderSize); bx::write(_writer, code->GetBufferPointer(), shaderSize); uint8_t nul = 0; bx::write(_writer, nul); bx::write(_writer, numAttrs); bx::write(_writer, attrs, numAttrs*sizeof(uint16_t) ); bx::write(_writer, size); if (_cmdLine.hasArg('\0', "disasm") ) { ID3DBlob* disasm; D3DDisassemble(code->GetBufferPointer() , code->GetBufferSize() , 0 , NULL , &disasm ); if (NULL != disasm) { std::string disasmfp = _cmdLine.findOption('o'); disasmfp += ".disasm"; writeFile(disasmfp.c_str(), disasm->GetBufferPointer(), (uint32_t)disasm->GetBufferSize() ); disasm->Release(); } } if (NULL != reflect) { reflect->Release(); } if (NULL != errorMsg) { errorMsg->Release(); } code->Release(); return true; }
int main(void) { char const *verbose_var = getenv("D3D4LINUX_VERBOSE"); if (!verbose_var || *verbose_var != '1') dup2(open("/dev/null", O_WRONLY), STDERR_FILENO); HMODULE lib = LoadLibrary("d3dcompiler_43.dll"); /* Ensure stdout is in binary mode */ setmode(fileno(stdout), O_BINARY); setmode(fileno(stdin), O_BINARY); int syscall = read_integer(); int marker = 0; if (syscall == D3D4LINUX_COMPILE) { HRESULT (*compile)(void const *pSrcData, size_t SrcDataSize, char const *pFileName, D3D_SHADER_MACRO const *pDefines, ID3DInclude *pInclude, char const *pEntrypoint, char const *pTarget, uint32_t Flags1, uint32_t Flags2, ID3DBlob **ppCode, ID3DBlob **ppErrorMsgs); compile = (decltype(compile))GetProcAddress(lib, "D3DCompile"); /* This is a D3DCompile() call */ std::string shader_source = read_string(); int has_filename = (int)read_integer(); std::string shader_file; if (has_filename) shader_file = read_string(); std::string shader_main = read_string(); std::string shader_type = read_string(); uint32_t flags1 = (uint32_t)read_integer(); uint32_t flags2 = (uint32_t)read_integer(); marker = (int)read_integer(); if (marker != D3D4LINUX_FINISHED) goto error; ID3DBlob *shader_blob = nullptr, *error_blob = nullptr; HRESULT ret = compile(shader_source.c_str(), shader_source.size(), shader_file.c_str(), nullptr, /* unimplemented */ nullptr, /* unimplemented */ shader_main.c_str(), shader_type.c_str(), flags1, flags2, &shader_blob, &error_blob); fprintf(stderr, "[D3D4LINUX] D3DCompile([%d bytes], \"%s\", ?, ?, \"%s\", \"%s\", %04x, %04x ) = 0x%08x\n", (int)shader_source.size(), has_filename ? shader_file.c_str() : "(nullptr)", shader_main.c_str(), shader_type.c_str(), flags1, flags2, (int)ret); write_integer(ret); write_blob(shader_blob); write_blob(error_blob); write_integer(D3D4LINUX_FINISHED); if (shader_blob) shader_blob->Release(); if (error_blob) error_blob->Release(); } else if (syscall == D3D4LINUX_REFLECT) { HRESULT (*reflect)(void const *pSrcData, size_t SrcDataSize, REFIID pInterface, void **ppReflector); reflect = (decltype(reflect))GetProcAddress(lib, "D3DReflect"); std::vector<uint8_t> *data = read_data(); int iid_code = read_integer(); marker = (int)read_integer(); if (marker != D3D4LINUX_FINISHED) goto error; char const *iid_name = ""; IID iid; switch (iid_code) { case D3D4LINUX_IID_SHADER_REFLECTION: iid = IID_ID3D11ShaderReflection; iid_name = "IID_ID3D11ShaderReflection"; break; default: goto error; } void *object; HRESULT ret = reflect(data ? data->data() : nullptr, data ? data->size() : 0, iid, &object); fprintf(stderr, "[D3D4LINUX] D3DReflect([%d bytes], %s) = 0x%08x\n", data ? (int)data->size() : 0, iid_name, (int)ret); write_integer(ret); if (iid_code == D3D4LINUX_IID_SHADER_REFLECTION) { D3D11_SIGNATURE_PARAMETER_DESC param_desc; D3D11_SHADER_INPUT_BIND_DESC bind_desc; D3D11_SHADER_VARIABLE_DESC variable_desc; D3D11_SHADER_BUFFER_DESC buffer_desc; D3D11_SHADER_DESC shader_desc; ID3D11ShaderReflection *reflector = (ID3D11ShaderReflection *)object; /* Serialise D3D11_SHADER_DESC */ reflector->GetDesc(&shader_desc); write_raw(&shader_desc, sizeof(shader_desc)); write_string(shader_desc.Creator); /* Serialize all InputParameterDesc */ for (uint32_t i = 0; i < shader_desc.InputParameters; ++i) { reflector->GetInputParameterDesc(i, ¶m_desc); write_raw(¶m_desc, sizeof(param_desc)); write_string(param_desc.SemanticName); } /* Serialize all OutParameterDesc */ for (uint32_t i = 0; i < shader_desc.OutputParameters; ++i) { reflector->GetOutputParameterDesc(i, ¶m_desc); write_raw(¶m_desc, sizeof(param_desc)); write_string(param_desc.SemanticName); } /* Serialize all ResourceBindingDesc */ for (uint32_t i = 0; i < shader_desc.BoundResources; ++i) { reflector->GetResourceBindingDesc(i, &bind_desc); write_raw(&bind_desc, sizeof(bind_desc)); write_string(bind_desc.Name); } /* Serialize all ConstantBuffer */ for (uint32_t i = 0; i < shader_desc.ConstantBuffers; ++i) { ID3D11ShaderReflectionConstantBuffer *cbuffer = reflector->GetConstantBufferByIndex(i); /* Serialize D3D11_SHADER_BUFFER_DESC */ cbuffer->GetDesc(&buffer_desc); write_raw(&buffer_desc, sizeof(buffer_desc)); write_string(buffer_desc.Name); /* Serialize all Variable */ for (uint32_t j = 0; j < buffer_desc.Variables; ++j) { ID3D11ShaderReflectionVariable *var = cbuffer->GetVariableByIndex(j); /* Serialize D3D11_SHADER_VARIABLE_DESC */ var->GetDesc(&variable_desc); write_raw(&variable_desc, sizeof(variable_desc)); write_string(variable_desc.Name); write_integer(variable_desc.DefaultValue ? 1 : 0); if (variable_desc.DefaultValue) write_raw(variable_desc.DefaultValue, variable_desc.Size); } } } write_integer(D3D4LINUX_FINISHED); delete data; } else if (syscall == D3D4LINUX_STRIP) { HRESULT (*strip)(void const *pShaderBytecode, size_t BytecodeLength, uint32_t uStripFlags, ID3DBlob **ppStrippedBlob); strip = (decltype(strip))GetProcAddress(lib, "D3DStripShader"); std::vector<uint8_t> *data = read_data(); uint32_t flags = (uint32_t)read_integer(); marker = (int)read_integer(); if (marker != D3D4LINUX_FINISHED) goto error; ID3DBlob *strip_blob = nullptr; HRESULT ret = strip(data ? data->data() : nullptr, data ? data->size() : 0, flags, &strip_blob); fprintf(stderr, "[D3D4LINUX] D3DStripShader([%d bytes], %04x) = 0x%08x\n", data ? (int)data->size() : 0, flags, (int)ret); write_integer(ret); write_blob(strip_blob); write_integer(D3D4LINUX_FINISHED); if (strip_blob) strip_blob->Release(); } else if (syscall == D3D4LINUX_DISASSEMBLE) { HRESULT (*disas)(void const *pSrcData, size_t SrcDataSize, uint32_t Flags, char const *szComments, ID3DBlob **ppDisassembly); disas = (decltype(disas))GetProcAddress(lib, "D3DDisassemble"); std::vector<uint8_t> *data = read_data(); uint32_t flags = (uint32_t)read_integer(); int has_comments = (int)read_integer(); std::string comments; if (has_comments) comments = read_string(); marker = (int)read_integer(); if (marker != D3D4LINUX_FINISHED) goto error; ID3DBlob *disas_blob = nullptr; HRESULT ret = disas(data ? data->data() : nullptr, data ? data->size() : 0, flags, has_comments ? comments.c_str() : nullptr, &disas_blob); fprintf(stderr, "[D3D4LINUX] D3DDisassemble([%d bytes], %04x, %s) = 0x%08x\n", data ? (int)data->size() : 0, flags, has_comments ? "[comments]" : "(nullptr)", (int)ret); write_integer(ret); write_blob(disas_blob); write_integer(D3D4LINUX_FINISHED); if (disas_blob) disas_blob->Release(); } return EXIT_SUCCESS; error: fprintf(stderr, "[D3D4LINUX] Bad message received: %08x %08x\n", syscall, marker); }