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d3d10core: Free the output signature after creating the wined3d shader.
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d74fe031f9
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a21784b116
@ -190,7 +190,6 @@ struct d3d10_vertex_shader
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LONG refcount;
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struct wined3d_shader *wined3d_shader;
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struct wined3d_shader_signature output_signature;
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ID3D10Device1 *device;
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};
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@ -205,7 +204,6 @@ struct d3d10_geometry_shader
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LONG refcount;
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struct wined3d_shader *wined3d_shader;
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struct wined3d_shader_signature output_signature;
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};
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HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct d3d10_device *device,
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@ -219,7 +217,6 @@ struct d3d10_pixel_shader
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LONG refcount;
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struct wined3d_shader *wined3d_shader;
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struct wined3d_shader_signature output_signature;
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ID3D10Device1 *device;
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};
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@ -70,10 +70,7 @@ static HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, st
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HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d_shader_signature *s)
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{
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struct wined3d_shader_signature_element *e;
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unsigned int string_data_offset;
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unsigned int string_data_size;
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const char *ptr = data;
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char *string_data;
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unsigned int i;
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DWORD count;
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@ -89,24 +86,12 @@ HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d
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return E_OUTOFMEMORY;
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}
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/* 2 DWORDs for the header, 6 for each element. */
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string_data_offset = 2 * sizeof(DWORD) + count * 6 * sizeof(DWORD);
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string_data_size = data_size - string_data_offset;
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string_data = HeapAlloc(GetProcessHeap(), 0, string_data_size);
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if (!string_data)
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{
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ERR("Failed to allocate string data memory.\n");
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HeapFree(GetProcessHeap(), 0, e);
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return E_OUTOFMEMORY;
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}
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memcpy(string_data, data + string_data_offset, string_data_size);
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for (i = 0; i < count; ++i)
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{
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UINT name_offset;
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read_dword(&ptr, &name_offset);
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e[i].semantic_name = string_data + (name_offset - string_data_offset);
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e[i].semantic_name = data + name_offset;
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read_dword(&ptr, &e[i].semantic_idx);
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read_dword(&ptr, &e[i].sysval_semantic);
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read_dword(&ptr, &e[i].component_type);
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@ -121,14 +106,12 @@ HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d
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s->elements = e;
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s->element_count = count;
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s->string_data = string_data;
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return S_OK;
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}
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void shader_free_signature(struct wined3d_shader_signature *s)
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{
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HeapFree(GetProcessHeap(), 0, s->string_data);
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HeapFree(GetProcessHeap(), 0, s->elements);
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}
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@ -248,9 +231,7 @@ static const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl =
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static void STDMETHODCALLTYPE d3d10_vertex_shader_wined3d_object_destroyed(void *parent)
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{
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struct d3d10_vertex_shader *shader = parent;
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shader_free_signature(&shader->output_signature);
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HeapFree(GetProcessHeap(), 0, shader);
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HeapFree(GetProcessHeap(), 0, parent);
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}
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static const struct wined3d_parent_ops d3d10_vertex_shader_wined3d_parent_ops =
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@ -261,13 +242,14 @@ static const struct wined3d_parent_ops d3d10_vertex_shader_wined3d_parent_ops =
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HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d10_device *device,
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const void *byte_code, SIZE_T byte_code_length)
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{
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struct wined3d_shader_signature output_signature;
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struct d3d10_shader_info shader_info;
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HRESULT hr;
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shader->ID3D10VertexShader_iface.lpVtbl = &d3d10_vertex_shader_vtbl;
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shader->refcount = 1;
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shader_info.output_signature = &shader->output_signature;
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shader_info.output_signature = &output_signature;
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hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
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if (FAILED(hr))
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{
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@ -276,13 +258,12 @@ HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d1
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}
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hr = wined3d_shader_create_vs(device->wined3d_device, shader_info.shader_code,
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&shader->output_signature, shader, &d3d10_vertex_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
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&output_signature, shader, &d3d10_vertex_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
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shader_free_signature(&output_signature);
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
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shader_free_signature(&shader->output_signature);
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hr = E_INVALIDARG;
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return hr;
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return E_INVALIDARG;
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}
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shader->device = &device->ID3D10Device1_iface;
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@ -398,9 +379,7 @@ static const struct ID3D10GeometryShaderVtbl d3d10_geometry_shader_vtbl =
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static void STDMETHODCALLTYPE d3d10_geometry_shader_wined3d_object_destroyed(void *parent)
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{
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struct d3d10_geometry_shader *shader = parent;
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shader_free_signature(&shader->output_signature);
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HeapFree(GetProcessHeap(), 0, shader);
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HeapFree(GetProcessHeap(), 0, parent);
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}
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static const struct wined3d_parent_ops d3d10_geometry_shader_wined3d_parent_ops =
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@ -411,13 +390,14 @@ static const struct wined3d_parent_ops d3d10_geometry_shader_wined3d_parent_ops
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HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct d3d10_device *device,
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const void *byte_code, SIZE_T byte_code_length)
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{
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struct wined3d_shader_signature output_signature;
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struct d3d10_shader_info shader_info;
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HRESULT hr;
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shader->ID3D10GeometryShader_iface.lpVtbl = &d3d10_geometry_shader_vtbl;
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shader->refcount = 1;
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shader_info.output_signature = &shader->output_signature;
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shader_info.output_signature = &output_signature;
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hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
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if (FAILED(hr))
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{
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@ -426,13 +406,12 @@ HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct
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}
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hr = wined3d_shader_create_gs(device->wined3d_device, shader_info.shader_code,
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&shader->output_signature, shader, &d3d10_geometry_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
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&output_signature, shader, &d3d10_geometry_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
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shader_free_signature(&output_signature);
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d geometry shader, hr %#x.\n", hr);
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shader_free_signature(&shader->output_signature);
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hr = E_INVALIDARG;
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return hr;
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return E_INVALIDARG;
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}
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return S_OK;
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@ -563,9 +542,7 @@ static const struct ID3D10PixelShaderVtbl d3d10_pixel_shader_vtbl =
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static void STDMETHODCALLTYPE d3d10_pixel_shader_wined3d_object_destroyed(void *parent)
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{
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struct d3d10_pixel_shader *shader = parent;
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shader_free_signature(&shader->output_signature);
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HeapFree(GetProcessHeap(), 0, shader);
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HeapFree(GetProcessHeap(), 0, parent);
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}
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static const struct wined3d_parent_ops d3d10_pixel_shader_wined3d_parent_ops =
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@ -576,13 +553,14 @@ static const struct wined3d_parent_ops d3d10_pixel_shader_wined3d_parent_ops =
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HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_device *device,
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const void *byte_code, SIZE_T byte_code_length)
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{
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struct wined3d_shader_signature output_signature;
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struct d3d10_shader_info shader_info;
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HRESULT hr;
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shader->ID3D10PixelShader_iface.lpVtbl = &d3d10_pixel_shader_vtbl;
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shader->refcount = 1;
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shader_info.output_signature = &shader->output_signature;
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shader_info.output_signature = &output_signature;
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hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
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if (FAILED(hr))
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{
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@ -591,13 +569,12 @@ HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_
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}
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hr = wined3d_shader_create_ps(device->wined3d_device, shader_info.shader_code,
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&shader->output_signature, shader, &d3d10_pixel_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
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&output_signature, shader, &d3d10_pixel_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
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shader_free_signature(&output_signature);
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
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shader_free_signature(&shader->output_signature);
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hr = E_INVALIDARG;
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return hr;
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return E_INVALIDARG;
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}
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shader->device = &device->ID3D10Device1_iface;
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@ -1970,7 +1970,6 @@ struct wined3d_shader_signature
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{
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UINT element_count;
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struct wined3d_shader_signature_element *elements;
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char *string_data;
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};
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struct wined3d_parent_ops
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