include: Introduce a function to detect the DXBC source type.

This commit is contained in:
Conor McCarthy
2023-05-17 15:15:42 +10:00
committed by Alexandre Julliard
parent 6775f7ba66
commit d3e6a3a78f
Notes: Alexandre Julliard 2023-06-28 23:04:34 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/44
2 changed files with 70 additions and 3 deletions

View File

@@ -0,0 +1,63 @@
/*
* Copyright 2023 Conor McCarthy for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __VKD3D_SHADER_UTILS_H
#define __VKD3D_SHADER_UTILS_H
#include "vkd3d_shader.h"
#define TAG_DXIL VKD3D_MAKE_TAG('D', 'X', 'I', 'L')
#define TAG_SHDR VKD3D_MAKE_TAG('S', 'H', 'D', 'R')
#define TAG_SHEX VKD3D_MAKE_TAG('S', 'H', 'E', 'X')
static inline enum vkd3d_result vkd3d_shader_parse_dxbc_source_type(const struct vkd3d_shader_code *dxbc,
enum vkd3d_shader_source_type *type, char **messages)
{
struct vkd3d_shader_dxbc_desc desc;
enum vkd3d_result ret;
unsigned int i;
*type = VKD3D_SHADER_SOURCE_NONE;
if ((ret = vkd3d_shader_parse_dxbc(dxbc, 0, &desc, messages)) < 0)
return ret;
for (i = 0; i < desc.section_count; ++i)
{
uint32_t tag = desc.sections[i].tag;
if (tag == TAG_SHDR || tag == TAG_SHEX)
{
*type = VKD3D_SHADER_SOURCE_DXBC_TPF;
}
else if (tag == TAG_DXIL)
{
*type = VKD3D_SHADER_SOURCE_DXBC_DXIL;
/* Default to DXIL if both are present. */
break;
}
}
vkd3d_shader_free_dxbc(&desc);
if (*type == VKD3D_SHADER_SOURCE_NONE)
return VKD3D_ERROR_INVALID_SHADER;
return VKD3D_OK;
}
#endif /* __VKD3D_SHADER_UTILS_H */