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d3d10core: Also pass unused input layout elements to wined3d.
While these won't be used by the shader, they potentially affect the calculated offset for WINED3D_APPEND_ALIGNED_ELEMENT elements.
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cbe717b8f3
commit
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@ -41,7 +41,7 @@ static HRESULT isgn_handler(const char *data, DWORD data_size, DWORD tag, void *
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static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC *element_descs,
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UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
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struct wined3d_vertex_element **wined3d_elements, UINT *wined3d_element_count)
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struct wined3d_vertex_element **wined3d_elements)
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{
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struct wined3d_shader_signature is;
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HRESULT hr;
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@ -61,33 +61,32 @@ static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEME
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HeapFree(GetProcessHeap(), 0, is.elements);
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return E_OUTOFMEMORY;
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}
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*wined3d_element_count = 0;
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for (i = 0; i < element_count; ++i)
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{
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struct wined3d_vertex_element *e = &(*wined3d_elements)[i];
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const D3D10_INPUT_ELEMENT_DESC *f = &element_descs[i];
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UINT j;
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e->format = wined3dformat_from_dxgi_format(f->Format);
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e->input_slot = f->InputSlot;
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e->offset = f->AlignedByteOffset;
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e->output_slot = WINED3D_OUTPUT_SLOT_UNUSED;
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e->method = WINED3D_DECL_METHOD_DEFAULT;
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e->usage = 0;
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e->usage_idx = 0;
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if (f->InputSlotClass != D3D10_INPUT_PER_VERTEX_DATA)
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FIXME("Ignoring input slot class (%#x)\n", f->InputSlotClass);
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if (f->InstanceDataStepRate)
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FIXME("Ignoring instance data step rate (%#x)\n", f->InstanceDataStepRate);
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for (j = 0; j < is.element_count; ++j)
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{
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if (!strcmp(element_descs[i].SemanticName, is.elements[j].semantic_name)
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&& element_descs[i].SemanticIndex == is.elements[j].semantic_idx)
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{
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struct wined3d_vertex_element *e = &(*wined3d_elements)[(*wined3d_element_count)++];
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const D3D10_INPUT_ELEMENT_DESC *f = &element_descs[i];
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e->format = wined3dformat_from_dxgi_format(f->Format);
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e->input_slot = f->InputSlot;
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e->offset = f->AlignedByteOffset;
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e->output_slot = is.elements[j].register_idx;
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e->method = WINED3D_DECL_METHOD_DEFAULT;
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e->usage = 0;
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e->usage_idx = 0;
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if (f->InputSlotClass != D3D10_INPUT_PER_VERTEX_DATA)
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FIXME("Ignoring input slot class (%#x)\n", f->InputSlotClass);
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if (f->InstanceDataStepRate)
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FIXME("Ignoring instance data step rate (%#x)\n", f->InstanceDataStepRate);
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break;
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}
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}
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@ -225,23 +224,21 @@ HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_
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const void *shader_byte_code, SIZE_T shader_byte_code_length)
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{
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struct wined3d_vertex_element *wined3d_elements;
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UINT wined3d_element_count;
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HRESULT hr;
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layout->ID3D10InputLayout_iface.lpVtbl = &d3d10_input_layout_vtbl;
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layout->refcount = 1;
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wined3d_private_store_init(&layout->private_store);
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hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count,
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shader_byte_code, shader_byte_code_length, &wined3d_elements, &wined3d_element_count);
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if (FAILED(hr))
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if (FAILED(hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count,
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shader_byte_code, shader_byte_code_length, &wined3d_elements)))
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{
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WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr);
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wined3d_private_store_cleanup(&layout->private_store);
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return hr;
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}
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hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, wined3d_element_count,
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hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, element_count,
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layout, &d3d10_input_layout_wined3d_parent_ops, &layout->wined3d_decl);
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HeapFree(GetProcessHeap(), 0, wined3d_elements);
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if (FAILED(hr))
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@ -353,7 +353,7 @@ static HRESULT convert_to_wined3d_declaration(const D3DVERTEXELEMENT9 *d3d9_elem
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(*wined3d_elements)[i].format = d3d_dtype_lookup[d3d9_elements[i].Type].format;
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(*wined3d_elements)[i].input_slot = d3d9_elements[i].Stream;
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(*wined3d_elements)[i].offset = d3d9_elements[i].Offset;
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(*wined3d_elements)[i].output_slot = ~0U;
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(*wined3d_elements)[i].output_slot = WINED3D_OUTPUT_SLOT_SEMANTIC;
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(*wined3d_elements)[i].method = d3d9_elements[i].Method;
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(*wined3d_elements)[i].usage = d3d9_elements[i].Usage;
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(*wined3d_elements)[i].usage_idx = d3d9_elements[i].UsageIndex;
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@ -2771,7 +2771,11 @@ void context_stream_info_from_declaration(struct wined3d_context *context,
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if (use_vshader)
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{
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if (element->output_slot == ~0U)
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if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
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{
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stride_used = FALSE;
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}
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else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
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{
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/* TODO: Assuming vertexdeclarations are usually used with the
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* same or a similar shader, it might be worth it to store the
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@ -296,7 +296,7 @@ static void append_decl_element(struct wined3d_fvf_convert_state *state,
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elements[idx].format = format_id;
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elements[idx].input_slot = 0;
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elements[idx].offset = offset;
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elements[idx].output_slot = 0;
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elements[idx].output_slot = WINED3D_OUTPUT_SLOT_SEMANTIC;
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elements[idx].method = WINED3D_DECL_METHOD_DEFAULT;
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elements[idx].usage = usage;
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elements[idx].usage_idx = usage_idx;
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@ -1496,6 +1496,9 @@ enum wined3d_display_rotation
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#define WINED3D_APPEND_ALIGNED_ELEMENT 0xffffffff
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#define WINED3D_OUTPUT_SLOT_SEMANTIC 0xffffffff
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#define WINED3D_OUTPUT_SLOT_UNUSED 0xfffffffe
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struct wined3d_display_mode
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{
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UINT width;
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