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d3dx9: Implement D3DXGetShaderSamplers().
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@ -161,7 +161,7 @@
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@ stdcall D3DXGetShaderConstantTableEx(ptr long ptr)
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@ stub D3DXGetShaderInputSemantics(ptr ptr ptr)
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@ stub D3DXGetShaderOutputSemantics(ptr ptr ptr)
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@ stub D3DXGetShaderSamplers(ptr ptr ptr)
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@ stdcall D3DXGetShaderSamplers(ptr ptr ptr)
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@ stdcall D3DXGetShaderSize(ptr)
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@ stdcall D3DXGetShaderVersion(ptr)
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@ stdcall D3DXGetVertexShaderProfile(ptr)
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@ -1278,3 +1278,65 @@ HRESULT WINAPI D3DXGetShaderConstantTable(CONST DWORD* byte_code,
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return D3DXGetShaderConstantTableEx(byte_code, 0, constant_table);
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}
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HRESULT WINAPI D3DXGetShaderSamplers(CONST DWORD *byte_code, LPCSTR *samplers, UINT *count)
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{
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HRESULT hr;
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LPD3DXCONSTANTTABLE constant_table = NULL;
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D3DXCONSTANTTABLE_DESC constant_table_desc;
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UINT i, sampler_count = 0;
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TRACE("byte_code %p, samplers %p, count %p\n", byte_code, samplers, count);
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if (count) *count = 0;
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hr = D3DXGetShaderConstantTable(byte_code, &constant_table);
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if (hr != D3D_OK)
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{
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WARN("Failed to get constant table\n");
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/* no samplers found, all is fine */
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return D3D_OK;
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}
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hr = ID3DXConstantTable_GetDesc(constant_table, &constant_table_desc);
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if (hr != D3D_OK)
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{
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WARN("Failed to get constant table desc\n");
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goto err_out;
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}
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for (i = 0; i < constant_table_desc.Constants; ++i)
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{
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D3DXHANDLE handle = ID3DXConstantTable_GetConstant(constant_table, NULL, i);
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D3DXCONSTANT_DESC constant_desc;
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UINT size;
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hr = ID3DXConstantTable_GetConstantDesc(constant_table, handle, &constant_desc, &size);
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if (hr != D3D_OK)
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{
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WARN("Failed to get constant desc\n");
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goto err_out;
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}
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if (constant_desc.Type == D3DXPT_SAMPLER
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|| constant_desc.Type == D3DXPT_SAMPLER1D
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|| constant_desc.Type == D3DXPT_SAMPLER2D
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|| constant_desc.Type == D3DXPT_SAMPLER3D
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|| constant_desc.Type == D3DXPT_SAMPLERCUBE)
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{
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if (samplers) samplers[sampler_count] = constant_desc.Name;
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++sampler_count;
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}
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}
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TRACE("Found %u samplers\n", sampler_count);
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err_out:
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if (count) *count = sampler_count;
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if (constant_table) ID3DXConstantTable_Release(constant_table);
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return hr;
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}
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@ -702,6 +702,116 @@ static void test_get_sampler_index(void)
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ok(refcnt == 0, "The ID3DXConstantTable reference count was %u, should be 0\n", refcnt);
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}
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/*
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* fxc.exe /Tps_3_0
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*/
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#if 0
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sampler s;
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sampler1D s1D;
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sampler2D s2D;
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sampler3D s3D;
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samplerCUBE scube;
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float4 init;
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float4 main(float3 tex : TEXCOORD0) : COLOR
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{
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float4 tmp = init;
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tmp = tmp + tex1D(s1D, tex.x);
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tmp = tmp + tex1D(s1D, tex.y);
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tmp = tmp + tex3D(s3D, tex.xyz);
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tmp = tmp + tex1D(s, tex.x);
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tmp = tmp + tex2D(s2D, tex.xy);
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tmp = tmp + texCUBE(scube, tex.xyz);
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return tmp;
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}
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#endif
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static const DWORD get_shader_samplers_blob[] =
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{
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0xffff0300, /* ps_3_0 */
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0x0054fffe, FCC_CTAB, /* CTAB comment */
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0x0000001c, 0x0000011b, 0xffff0300, 0x00000006, 0x0000001c, 0x00000100, /* Header */
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0x00000114,
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0x00000094, 0x00000002, 0x00000001, 0x0000009c, 0x00000000, /* Constant 1 desc (init) */
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0x000000ac, 0x00040003, 0x00000001, 0x000000b0, 0x00000000, /* Constant 2 desc (s) */
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0x000000c0, 0x00000003, 0x00000001, 0x000000c4, 0x00000000, /* Constant 3 desc (s1D) */
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0x000000d4, 0x00010003, 0x00000001, 0x000000d8, 0x00000000, /* Constant 4 desc (s2D) */
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0x000000e8, 0x00030003, 0x00000001, 0x000000ec, 0x00000000, /* Constant 5 desc (s3D) */
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0x000000fc, 0x00020003, 0x00000001, 0x00000104, 0x00000000, /* Constant 6 desc (scube) */
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0x74696e69, 0xababab00, /* Constant 1 name */
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0x00030001, 0x00040001, 0x00000001, 0x00000000, /* Constant 1 type desc */
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0xabab0073, /* Constant 2 name */
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0x000c0004, 0x00010001, 0x00000001, 0x00000000, /* Constant 2 type desc */
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0x00443173, /* Constant 3 name */
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0x000b0004, 0x00010001, 0x00000001, 0x00000000, /* Constant 3 type desc */
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0x00443273, /* Constant 4 name */
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0x000c0004, 0x00010001, 0x00000001, 0x00000000, /* Constant 4 type desc */
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0x00443373, /* Constant 5 name */
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0x000d0004, 0x00010001, 0x00000001, 0x00000000, /* Constant 5 type desc */
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0x62756373, 0xabab0065, /* Constant 6 name */
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0x000e0004, 0x00010001, 0x00000001, 0x00000000, /* Constant 6 type desc */
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0x335f7370, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820, 0x534c4820, /* Target/Creator name string */
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0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072, 0x392e3932,
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0x332e3235, 0x00313131,
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0x0200001f, 0x80000005, 0x90070000, 0x0200001f, 0x90000000, 0xa00f0800, /* shader */
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0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f, 0x98000000, 0xa00f0802,
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0x0200001f, 0xa0000000, 0xa00f0803, 0x0200001f, 0x90000000, 0xa00f0804,
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0x03000042, 0x800f0000, 0x90e40000, 0xa0e40800, 0x03000002, 0x800f0000,
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0x80e40000, 0xa0e40000, 0x03000042, 0x800f0001, 0x90550000, 0xa0e40800,
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0x03000002, 0x800f0000, 0x80e40000, 0x80e40001, 0x03000042, 0x800f0001,
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0x90e40000, 0xa0e40803, 0x03000002, 0x800f0000, 0x80e40000, 0x80e40001,
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0x03000042, 0x800f0001, 0x90e40000, 0xa0e40804, 0x03000002, 0x800f0000,
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0x80e40000, 0x80e40001, 0x03000042, 0x800f0001, 0x90e40000, 0xa0e40801,
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0x03000002, 0x800f0000, 0x80e40000, 0x80e40001, 0x03000042, 0x800f0001,
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0x90e40000, 0xa0e40802, 0x03000002, 0x800f0800, 0x80e40000, 0x80e40001,
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0x0000ffff, /* END */
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};
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static void test_get_shader_samplers(void)
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{
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LPCSTR samplers[16] = {NULL}; /* maximum number of sampler registers v/ps 3.0 = 16 */
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UINT count = 2;
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HRESULT hr;
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#if 0
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/* crashes if bytecode is NULL */
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hr = D3DXGetShaderSamplers(NULL, NULL, &count);
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ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK);
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#endif
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hr = D3DXGetShaderSamplers(get_shader_samplers_blob, NULL, NULL);
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ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK);
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samplers[5] = "dummy";
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hr = D3DXGetShaderSamplers(get_shader_samplers_blob, samplers, NULL);
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ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK);
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ok(!strcmp(samplers[0], "s"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[0], "s");
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ok(!strcmp(samplers[1], "s1D"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[1], "s1D");
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ok(!strcmp(samplers[2], "s2D"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[2], "s2D");
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ok(!strcmp(samplers[3], "s3D"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[3], "s3D");
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ok(!strcmp(samplers[4], "scube"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[4], "scube");
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ok(!strcmp(samplers[5], "dummy"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[5], "dummy");
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/* reset samplers */
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memset(samplers, 0, sizeof(samplers));
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samplers[5] = "dummy";
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hr = D3DXGetShaderSamplers(get_shader_samplers_blob, NULL, &count);
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ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK);
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ok(count == 5, "D3DXGetShaderSamplers failed, got %u, expected %u\n", count, 5);
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hr = D3DXGetShaderSamplers(get_shader_samplers_blob, samplers, &count);
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ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK);
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ok(count == 5, "D3DXGetShaderSamplers failed, got %u, expected %u\n", count, 5);
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ok(!strcmp(samplers[0], "s"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[0], "s");
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ok(!strcmp(samplers[1], "s1D"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[1], "s1D");
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ok(!strcmp(samplers[2], "s2D"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[2], "s2D");
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ok(!strcmp(samplers[3], "s3D"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[3], "s3D");
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ok(!strcmp(samplers[4], "scube"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[4], "scube");
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ok(!strcmp(samplers[5], "dummy"), "D3DXGetShaderSamplers failed, got \"%s\", expected \"%s\"\n", samplers[5], "dummy");
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}
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START_TEST(shader)
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{
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test_get_shader_size();
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@ -711,4 +821,5 @@ START_TEST(shader)
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test_constant_tables();
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test_setting_constants();
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test_get_sampler_index();
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test_get_shader_samplers();
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}
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@ -257,6 +257,7 @@ UINT WINAPI D3DXGetShaderSize(const DWORD *byte_code);
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DWORD WINAPI D3DXGetShaderVersion(const DWORD *byte_code);
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LPCSTR WINAPI D3DXGetVertexShaderProfile(LPDIRECT3DDEVICE9 device);
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HRESULT WINAPI D3DXFindShaderComment(CONST DWORD* byte_code, DWORD fourcc, LPCVOID* data, UINT* size);
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HRESULT WINAPI D3DXGetShaderSamplers(CONST DWORD *byte_code, LPCSTR *samplers, UINT *count);
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HRESULT WINAPI D3DXAssembleShaderFromFileA(LPCSTR filename,
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CONST D3DXMACRO* defines,
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