d3d10: Implement matrix effect variable set methods.
Signed-off-by: Connor McAdams <conmanx360@gmail.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -61,6 +61,11 @@ enum d3d10_effect_object_operation
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D3D10_EOO_ANONYMOUS_SHADER = 7,
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};
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struct d3d10_matrix
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{
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float m[4][4];
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};
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struct d3d10_effect_object
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{
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struct d3d10_effect_pass *pass;
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@ -5073,8 +5073,91 @@ static const struct ID3D10EffectVectorVariableVtbl d3d10_effect_vector_variable_
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d3d10_effect_vector_variable_GetFloatVectorArray,
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};
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static void write_matrix_to_buffer(struct d3d10_effect_variable *variable, void *dst_void,
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struct d3d10_matrix *src, BOOL transpose)
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{
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unsigned int col_count = !transpose ? variable->type->column_count : variable->type->row_count;
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unsigned int row_count = !transpose ? variable->type->row_count : variable->type->column_count;
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BOOL major = variable->type->type_class == D3D10_SVC_MATRIX_COLUMNS ? TRUE : FALSE;
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float *dst = dst_void;
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unsigned int row, col;
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if (transpose)
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major = !major;
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if (major)
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{
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for (col = 0; col < col_count; ++col)
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{
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for (row = 0; row < row_count; ++row)
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dst[(col * 4) + row] = src->m[row][col];
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}
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}
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else
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{
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for (row = 0; row < row_count; ++row)
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{
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for (col = 0; col < col_count; ++col)
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dst[(row * 4) + col] = src->m[row][col];
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}
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}
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}
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static void write_matrix_variable_to_buffer(struct d3d10_effect_variable *variable, void *src_data, BOOL transpose)
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{
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BYTE *dst = variable->buffer->u.buffer.local_buffer + variable->buffer_offset;
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write_matrix_to_buffer(variable, dst, src_data, transpose);
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variable->buffer->u.buffer.changed = TRUE;
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}
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static void write_matrix_variable_array_to_buffer(struct d3d10_effect_variable *variable, void *src_data,
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unsigned int offset, unsigned int count, BOOL transpose)
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{
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BYTE *dst = variable->buffer->u.buffer.local_buffer + variable->buffer_offset;
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struct d3d10_matrix *src = src_data;
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unsigned int i;
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if (!variable->type->element_count)
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{
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write_matrix_variable_to_buffer(variable, src_data, transpose);
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return;
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}
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if (offset >= variable->type->element_count)
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{
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WARN("Offset %u larger than element count %u, ignoring.\n", offset, variable->type->element_count);
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return;
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}
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if (count > variable->type->element_count - offset)
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{
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WARN("Offset %u, count %u overruns the variable (element count %u), fixing up.\n",
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offset, count, variable->type->element_count);
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count = variable->type->element_count - offset;
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}
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if (offset)
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dst += variable->type->stride * offset;
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for (i = 0; i < count; ++i)
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{
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write_matrix_to_buffer(variable, dst, &src[i], transpose);
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dst += variable->type->stride;
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}
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variable->buffer->u.buffer.changed = TRUE;
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}
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/* ID3D10EffectVariable methods */
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static inline struct d3d10_effect_variable *impl_from_ID3D10EffectMatrixVariable(ID3D10EffectMatrixVariable *iface)
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{
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return CONTAINING_RECORD(iface, struct d3d10_effect_variable, ID3D10EffectVariable_iface);
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}
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static BOOL STDMETHODCALLTYPE d3d10_effect_matrix_variable_IsValid(ID3D10EffectMatrixVariable *iface)
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{
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TRACE("iface %p\n", iface);
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@ -5231,9 +5314,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_matrix_variable_GetRawValue(ID3D10
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static HRESULT STDMETHODCALLTYPE d3d10_effect_matrix_variable_SetMatrix(ID3D10EffectMatrixVariable *iface,
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float *data)
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{
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FIXME("iface %p, data %p stub!\n", iface, data);
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struct d3d10_effect_variable *var = impl_from_ID3D10EffectMatrixVariable(iface);
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return E_NOTIMPL;
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TRACE("iface %p, data %p.\n", iface, data);
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write_matrix_variable_to_buffer(var, data, FALSE);
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return S_OK;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_effect_matrix_variable_GetMatrix(ID3D10EffectMatrixVariable *iface,
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@ -5247,9 +5333,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_matrix_variable_GetMatrix(ID3D10Ef
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static HRESULT STDMETHODCALLTYPE d3d10_effect_matrix_variable_SetMatrixArray(ID3D10EffectMatrixVariable *iface,
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float *data, UINT offset, UINT count)
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{
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FIXME("iface %p, data %p, offset %u, count %u stub!\n", iface, data, offset, count);
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struct d3d10_effect_variable *var = impl_from_ID3D10EffectMatrixVariable(iface);
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return E_NOTIMPL;
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TRACE("iface %p, data %p, offset %u, count %u.\n", iface, data, offset, count);
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write_matrix_variable_array_to_buffer(var, data, offset, count, FALSE);
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return S_OK;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_effect_matrix_variable_GetMatrixArray(ID3D10EffectMatrixVariable *iface,
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@ -5263,9 +5352,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_matrix_variable_GetMatrixArray(ID3
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static HRESULT STDMETHODCALLTYPE d3d10_effect_matrix_variable_SetMatrixTranspose(ID3D10EffectMatrixVariable *iface,
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float *data)
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{
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FIXME("iface %p, data %p stub!\n", iface, data);
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struct d3d10_effect_variable *var = impl_from_ID3D10EffectMatrixVariable(iface);
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return E_NOTIMPL;
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TRACE("iface %p, data %p.\n", iface, data);
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write_matrix_variable_to_buffer(var, data, TRUE);
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return S_OK;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_effect_matrix_variable_GetMatrixTranspose(ID3D10EffectMatrixVariable *iface,
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@ -5279,9 +5371,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_matrix_variable_GetMatrixTranspose
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static HRESULT STDMETHODCALLTYPE d3d10_effect_matrix_variable_SetMatrixTransposeArray(ID3D10EffectMatrixVariable *iface,
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float *data, UINT offset, UINT count)
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{
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FIXME("iface %p, data %p, offset %u, count %u stub!\n", iface, data, offset, count);
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struct d3d10_effect_variable *var = impl_from_ID3D10EffectMatrixVariable(iface);
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return E_NOTIMPL;
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TRACE("iface %p, data %p, offset %u, count %u.\n", iface, data, offset, count);
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write_matrix_variable_array_to_buffer(var, data, offset, count, TRUE);
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return S_OK;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_effect_matrix_variable_GetMatrixTransposeArray(ID3D10EffectMatrixVariable *iface,
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