> > +HRESULT WINAPI D3DXGetShaderInputSemantics(const DWORD *byte_code, > D3DXSEMANTIC *semantics, UINT *count) > > +{ > > + const DWORD *ptr = byte_code; > > + UINT i = 0; > > + > > + TRACE("byte_code = %p, semantics = %p, count = %p\n", byte_code, > semantics, count); > > + > > + if (!byte_code) > > + return D3DERR_INVALIDCALL; > > + > > + TRACE("Shader version: %#x\n", *ptr); > > + > > + /* Look for the END token, skipping the VERSION token */ > > + while (*++ptr != D3DSIO_END) > > I think you should be a bit more careful in skipping non-opcode > DWORDs, otherwise you could e.g. potentially match with constants from > DEF instructions - very unlikely to happen in practice, sure, but > since it can be easily avoided, why not? > Take a look at shader_skip_opcode() from wined3d/shader_sm1.c. You can > probably get away without having to write a table with the parameters > count for each SM1 opcode by just skipping DWORDs with the most > significant bit set (see shader_skip_unrecognized() from the same > file). Of course you still have to special case DEF but that should be > it. >
I was thinking about this kind of problem but followed what D3DXGetShaderSize does. So D3DXGetShaderSize will have to be fixed as well. So if I summarize: if (sm > 2) handle instruction length else if (comment or def instruction) special handling for them else skip DWORD with bit 31 set Is this correct? > > + { > > + /* Skip comments */ > > + if ((*ptr & D3DSI_OPCODE_MASK) == D3DSIO_COMMENT) > > + { > > + ptr += ((*ptr & D3DSI_COMMENTSIZE_MASK) >> > D3DSI_COMMENTSIZE_SHIFT); > > + } > > + else if ((*ptr & D3DSI_OPCODE_MASK) == D3DSIO_DCL) > > + { > > + DWORD param1 = *++ptr; > > + DWORD param2 = *++ptr; > > + DWORD usage = param1 & 0x1f; > > + DWORD usage_index = (param1 >> 16) & 0xf; > > + DWORD reg_type = (((param2 >> 11) & 0x3) << 3) | ((param2 > >> 28) & 0x7); > > + > > + TRACE("D3DSIO_DCL param1: %#x, param2: %#x, usage: %u, > usage_index: %u, reg_type: %u\n", > > + param1, param2, usage, usage_index, reg_type); > > + > > + if (reg_type == D3DSPR_INPUT) > > + { > > + if (semantics) > > + { > > + semantics[i].Usage = usage; > > + semantics[i].UsageIndex = usage_index; > > + } > > + i++; > > + } > > + } > > + } > > + > > + if (count) > > + *count = i; > > + > > + return D3D_OK; > > +} > > Have you tried to implement D3DXGetShaderOutputSemantics too? I > suspect most of the code will be pretty much the same, in that case > you could move the common code to a helper function and use it from > both. > You don't necessarily need to do this right now, just mentioning a > potential follow-up. > > I tought about it too. There are indeed similar. I planned to do it later but I will do it in this patch since I have to update it anyway. Thanks Christian