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d3d10: Implement ID3DEffectVariable::GetOutputSignatureElementDesc().
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@ -80,6 +80,7 @@ struct d3d10_effect_shader_signature
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struct d3d10_effect_shader_variable
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{
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struct d3d10_effect_shader_signature input_signature;
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struct d3d10_effect_shader_signature output_signature;
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union
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{
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ID3D10VertexShader *vs;
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@ -31,6 +31,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
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#define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C')
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#define TAG_FX10 MAKE_TAG('F', 'X', '1', '0')
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#define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N')
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#define TAG_OSGN MAKE_TAG('O', 'S', 'G', 'N')
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#define D3D10_FX10_TYPE_COLUMN_SHIFT 11
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#define D3D10_FX10_TYPE_COLUMN_MASK (0x7 << D3D10_FX10_TYPE_COLUMN_SHIFT)
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@ -288,12 +289,16 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag
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switch(tag)
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{
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case TAG_ISGN:
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case TAG_OSGN:
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{
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/* 32 (DXBC header) + 1 * 4 (chunk index) + 2 * 4 (chunk header) + data_size (chunk data) */
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UINT size = 44 + data_size;
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struct d3d10_effect_shader_signature *sig = &s->input_signature;
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struct d3d10_effect_shader_signature *sig;
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char *ptr;
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if (tag == TAG_ISGN) sig = &s->input_signature;
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else sig = &s->output_signature;
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sig->signature = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size);
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if (!sig->signature)
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{
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@ -325,7 +330,7 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag
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write_dword(&ptr, (ptr - sig->signature) + 4);
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/* chunk */
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write_dword(&ptr, TAG_ISGN);
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write_dword(&ptr, tag);
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write_dword(&ptr, data_size);
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memcpy(ptr, data, data_size);
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@ -1864,6 +1869,7 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
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case D3D10_SVT_PIXELSHADER:
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case D3D10_SVT_GEOMETRYSHADER:
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shader_free_signature(&((struct d3d10_effect_shader_variable *)v->data)->input_signature);
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shader_free_signature(&((struct d3d10_effect_shader_variable *)v->data)->output_signature);
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break;
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default:
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@ -5296,10 +5302,56 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetOutputSignature
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ID3D10EffectShaderVariable *iface, UINT shader_index, UINT element_index,
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D3D10_SIGNATURE_PARAMETER_DESC *desc)
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{
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FIXME("iface %p, shader_index %u, element_index %u, desc %p stub!\n",
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struct d3d10_effect_variable *This = (struct d3d10_effect_variable *)iface;
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struct d3d10_effect_shader_variable *s;
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D3D10_SIGNATURE_PARAMETER_DESC *d;
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TRACE("iface %p, shader_index %u, element_index %u, desc %p\n",
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iface, shader_index, element_index, desc);
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return E_NOTIMPL;
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if (!iface->lpVtbl->IsValid(iface))
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{
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WARN("Null variable specified\n");
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return E_FAIL;
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}
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/* Check shader_index, this crashes on W7/DX10 */
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if (shader_index >= This->effect->used_shader_count)
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{
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WARN("This should crash on W7/DX10!\n");
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return E_FAIL;
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}
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s = This->effect->used_shaders[shader_index]->data;
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if (!s->output_signature.signature)
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{
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WARN("No shader signature\n");
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return D3DERR_INVALIDCALL;
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}
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/* Check desc for NULL, this crashes on W7/DX10 */
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if (!desc)
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{
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WARN("This should crash on W7/DX10!\n");
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return E_FAIL;
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}
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if (element_index >= s->output_signature.element_count)
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{
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WARN("Invalid element index specified\n");
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return E_INVALIDARG;
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}
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d = &s->output_signature.elements[element_index];
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desc->SemanticName = d->SemanticName;
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desc->SemanticIndex = d->SemanticIndex;
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desc->SystemValueType = d->SystemValueType;
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desc->ComponentType = d->ComponentType;
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desc->Register = d->Register;
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desc->ReadWriteMask = d->ReadWriteMask;
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desc->Mask = d->Mask;
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return S_OK;
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}
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