vkd3d-shader: Use a separate allocation for the "semantic_name" field of shader signature elements.

For tpf shader this would previously be a pointer into the original
shader code, and for d3dbc shaders we'd use static strings.
Unfortunately the dxil parser creates shader signatures where these
are pointers to metadata strings, and those go away when we call
sm6_parser_cleanup().

We could conceivably store a flag in the shader signature to indicate
whether shader_signature_cleanup()/vkd3d_shader_free_shader_signature()
should free the "semantic_name" field. It'd be a little ugly, and seems
unlikely to be worth it, but I'd be willing to be convinced.
This commit is contained in:
Henri Verbeet 2024-05-21 20:11:26 +02:00 committed by Alexandre Julliard
parent 105ef28273
commit b5ac6ac636
Notes: Alexandre Julliard 2024-05-23 23:23:55 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/880
4 changed files with 43 additions and 5 deletions

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@ -559,7 +559,8 @@ static bool add_signature_element(struct vkd3d_shader_sm1_parser *sm1, bool outp
element = &signature->elements[signature->element_count++]; element = &signature->elements[signature->element_count++];
memset(element, 0, sizeof(*element)); memset(element, 0, sizeof(*element));
element->semantic_name = name; if (!(element->semantic_name = vkd3d_strdup(name)))
return false;
element->semantic_index = index; element->semantic_index = index;
element->sysval_semantic = sysval; element->sysval_semantic = sysval;
element->component_type = VKD3D_SHADER_COMPONENT_FLOAT; element->component_type = VKD3D_SHADER_COMPONENT_FLOAT;

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@ -360,7 +360,7 @@ static int shader_parse_signature(const struct vkd3d_shader_dxbc_section_desc *s
uint32_t count, header_size; uint32_t count, header_size;
struct signature_element *e; struct signature_element *e;
const char *ptr = data; const char *ptr = data;
unsigned int i; unsigned int i, j;
if (!require_space(0, 2, sizeof(uint32_t), section->data.size)) if (!require_space(0, 2, sizeof(uint32_t), section->data.size))
{ {
@ -403,6 +403,7 @@ static int shader_parse_signature(const struct vkd3d_shader_dxbc_section_desc *s
for (i = 0; i < count; ++i) for (i = 0; i < count; ++i)
{ {
size_t name_offset; size_t name_offset;
const char *name;
uint32_t mask; uint32_t mask;
e[i].sort_index = i; e[i].sort_index = i;
@ -413,9 +414,14 @@ static int shader_parse_signature(const struct vkd3d_shader_dxbc_section_desc *s
e[i].stream_index = 0; e[i].stream_index = 0;
name_offset = read_u32(&ptr); name_offset = read_u32(&ptr);
if (!(e[i].semantic_name = shader_get_string(data, section->data.size, name_offset))) if (!(name = shader_get_string(data, section->data.size, name_offset))
|| !(e[i].semantic_name = vkd3d_strdup(name)))
{ {
WARN("Invalid name offset %#zx (data size %#zx).\n", name_offset, section->data.size); WARN("Invalid name offset %#zx (data size %#zx).\n", name_offset, section->data.size);
for (j = 0; j < i; ++j)
{
vkd3d_free((void *)e[j].semantic_name);
}
vkd3d_free(e); vkd3d_free(e);
return VKD3D_ERROR_INVALID_ARGUMENT; return VKD3D_ERROR_INVALID_ARGUMENT;
} }

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@ -9445,7 +9445,22 @@ static enum vkd3d_result sm6_parser_read_signature(struct sm6_parser *sm6, const
} }
} }
vkd3d_free(s->elements); for (i = 0; i < operand_count; ++i)
{
if ((elements[i].semantic_name = vkd3d_strdup(elements[i].semantic_name)))
continue;
vkd3d_shader_parser_error(&sm6->p, VKD3D_SHADER_ERROR_DXIL_OUT_OF_MEMORY,
"Failed to allocate signature element semantic name.");
for (j = 0; j < i; ++j)
{
vkd3d_free((void *)elements[j].semantic_name);
}
vkd3d_free(elements);
return VKD3D_ERROR_OUT_OF_MEMORY;
}
shader_signature_cleanup(s);
s->elements = elements; s->elements = elements;
s->element_count = operand_count; s->element_count = operand_count;

View File

@ -657,7 +657,15 @@ static bool vkd3d_shader_signature_from_shader_signature(struct vkd3d_shader_sig
struct vkd3d_shader_signature_element *d = &signature->elements[i]; struct vkd3d_shader_signature_element *d = &signature->elements[i];
struct signature_element *e = &src->elements[i]; struct signature_element *e = &src->elements[i];
d->semantic_name = e->semantic_name; if (!(d->semantic_name = vkd3d_strdup(e->semantic_name)))
{
for (unsigned int j = 0; j < i; ++j)
{
vkd3d_free((void *)signature->elements[j].semantic_name);
}
vkd3d_free(signature->elements);
return false;
}
d->semantic_index = e->semantic_index; d->semantic_index = e->semantic_index;
d->stream_index = e->stream_index; d->stream_index = e->stream_index;
d->sysval_semantic = e->sysval_semantic; d->sysval_semantic = e->sysval_semantic;
@ -1763,6 +1771,10 @@ void vkd3d_shader_free_root_signature(struct vkd3d_shader_versioned_root_signatu
void shader_signature_cleanup(struct shader_signature *signature) void shader_signature_cleanup(struct shader_signature *signature)
{ {
for (unsigned int i = 0; i < signature->element_count; ++i)
{
vkd3d_free((void *)signature->elements[i].semantic_name);
}
vkd3d_free(signature->elements); vkd3d_free(signature->elements);
signature->elements = NULL; signature->elements = NULL;
} }
@ -1820,6 +1832,10 @@ void vkd3d_shader_free_shader_signature(struct vkd3d_shader_signature *signature
{ {
TRACE("signature %p.\n", signature); TRACE("signature %p.\n", signature);
for (unsigned int i = 0; i < signature->element_count; ++i)
{
vkd3d_free((void *)signature->elements[i].semantic_name);
}
vkd3d_free(signature->elements); vkd3d_free(signature->elements);
signature->elements = NULL; signature->elements = NULL;
} }