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d3dcompiler: Partially implement D3DCompile function.
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@ -490,21 +490,114 @@ HRESULT WINAPI D3DAssemble(const void *data, SIZE_T datasize, const char *filena
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return hr;
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}
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static struct bwriter_shader *parse_hlsl_shader(const char *text, enum shader_type type, DWORD version,
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const char *entrypoint, char **messages)
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{
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FIXME("\n");
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return NULL;
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}
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static HRESULT compile_shader(const char *preproc_shader, const char *target, const char *entrypoint,
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ID3DBlob **shader_blob, ID3DBlob **error_messages)
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{
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struct bwriter_shader *shader;
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char *messages = NULL;
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HRESULT hr;
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DWORD *res, size;
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ID3DBlob *buffer;
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char *pos;
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FIXME("Parse compilation target.\n");
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shader = parse_hlsl_shader(preproc_shader, ST_VERTEX, 2, entrypoint, &messages);
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if (messages)
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{
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TRACE("Compiler messages:\n");
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TRACE("%s", messages);
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TRACE("Shader source:\n");
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TRACE("%s\n", debugstr_a(preproc_shader));
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if (error_messages)
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{
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const char *preproc_messages = *error_messages ? ID3D10Blob_GetBufferPointer(*error_messages) : NULL;
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size = strlen(messages) + (preproc_messages ? strlen(preproc_messages) : 0) + 1;
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hr = D3DCreateBlob(size, &buffer);
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if (FAILED(hr))
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{
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HeapFree(GetProcessHeap(), 0, messages);
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if (shader) SlDeleteShader(shader);
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return hr;
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}
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pos = ID3D10Blob_GetBufferPointer(buffer);
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if (preproc_messages)
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{
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memcpy(pos, preproc_messages, strlen(preproc_messages) + 1);
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pos += strlen(preproc_messages);
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}
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memcpy(pos, messages, strlen(messages) + 1);
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if (*error_messages) ID3D10Blob_Release(*error_messages);
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*error_messages = buffer;
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}
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HeapFree(GetProcessHeap(), 0, messages);
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}
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if (!shader)
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{
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ERR("HLSL shader parsing failed.\n");
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return D3DXERR_INVALIDDATA;
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}
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hr = SlWriteBytecode(shader, 9, &res, &size);
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SlDeleteShader(shader);
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if (FAILED(hr))
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{
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ERR("SlWriteBytecode failed with error 0x%08x.\n", hr);
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return D3DXERR_INVALIDDATA;
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}
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if (shader_blob)
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{
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hr = D3DCreateBlob(size, &buffer);
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if (FAILED(hr))
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{
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HeapFree(GetProcessHeap(), 0, res);
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return hr;
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}
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memcpy(ID3D10Blob_GetBufferPointer(buffer), res, size);
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*shader_blob = buffer;
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}
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HeapFree(GetProcessHeap(), 0, res);
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return S_OK;
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}
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HRESULT WINAPI D3DCompile(const void *data, SIZE_T data_size, const char *filename,
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const D3D_SHADER_MACRO *defines, ID3DInclude *include, const char *entrypoint,
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const char *target, UINT sflags, UINT eflags, ID3DBlob **shader, ID3DBlob **error_messages)
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{
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HRESULT hr;
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FIXME("data %p, data_size %lu, filename %s, defines %p, include %p, entrypoint %s,\n"
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"target %s, sflags %#x, eflags %#x, shader %p, error_messages %p stub!\n",
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data, data_size, debugstr_a(filename), defines, include, debugstr_a(entrypoint),
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debugstr_a(target), sflags, eflags, shader, error_messages);
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TRACE("Shader source:\n%s\n", debugstr_an(data, data_size));
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if (shader) *shader = NULL;
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if (error_messages) *error_messages = NULL;
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if (error_messages)
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D3DCreateBlob(1, error_messages); /* zero fill used as string end */
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EnterCriticalSection(&wpp_mutex);
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return D3DERR_INVALIDCALL;
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hr = preprocess_shader(data, data_size, defines, include, error_messages);
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if (SUCCEEDED(hr))
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hr = compile_shader(wpp_output, target, entrypoint, shader, error_messages);
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HeapFree(GetProcessHeap(), 0, wpp_output);
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LeaveCriticalSection(&wpp_mutex);
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return hr;
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}
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HRESULT WINAPI D3DPreprocess(const void *data, SIZE_T size, const char *filename,
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