d3dx9: Improve ID3DXConstantTable::SetDefaults().

This commit is contained in:
Rico Schüller 2013-07-29 11:13:54 +02:00 committed by Alexandre Julliard
parent c76f6085b2
commit 1099bb5e76
1 changed files with 42 additions and 11 deletions

View File

@ -750,15 +750,6 @@ static inline struct ctab_constant *get_valid_constant(struct ID3DXConstantTable
return get_constant_by_name(table, NULL, handle);
}
static inline void set_float_shader_constant(struct ID3DXConstantTableImpl *table, IDirect3DDevice9 *device,
UINT register_index, const FLOAT *data, UINT count)
{
if (is_vertex_shader(table->desc.Version))
IDirect3DDevice9_SetVertexShaderConstantF(device, register_index, data, count);
else
IDirect3DDevice9_SetPixelShaderConstantF(device, register_index, data, count);
}
/*** IUnknown methods ***/
static HRESULT WINAPI ID3DXConstantTableImpl_QueryInterface(ID3DXConstantTable *iface, REFIID riid, void **out)
{
@ -1434,19 +1425,59 @@ static HRESULT WINAPI ID3DXConstantTableImpl_SetDefaults(struct ID3DXConstantTab
struct ID3DXConstantTableImpl *This = impl_from_ID3DXConstantTable(iface);
UINT i;
TRACE("(%p)->(%p)\n", This, device);
TRACE("iface %p, device %p\n", iface, device);
if (!device)
{
WARN("Invalid argument specified\n");
return D3DERR_INVALIDCALL;
}
for (i = 0; i < This->desc.Constants; i++)
{
D3DXCONSTANT_DESC *desc = &This->constants[i].desc;
HRESULT hr;
if (!desc->DefaultValue)
continue;
set_float_shader_constant(This, device, desc->RegisterIndex, desc->DefaultValue, desc->RegisterCount);
switch (desc->RegisterSet)
{
case D3DXRS_BOOL:
if (is_vertex_shader(This->desc.Version))
hr = IDirect3DDevice9_SetVertexShaderConstantB(device, desc->RegisterIndex, desc->DefaultValue,
desc->RegisterCount);
else
hr = IDirect3DDevice9_SetPixelShaderConstantB(device, desc->RegisterIndex, desc->DefaultValue,
desc->RegisterCount);
break;
case D3DXRS_INT4:
if (is_vertex_shader(This->desc.Version))
hr = IDirect3DDevice9_SetVertexShaderConstantI(device, desc->RegisterIndex, desc->DefaultValue,
desc->RegisterCount);
else
hr = IDirect3DDevice9_SetPixelShaderConstantI(device, desc->RegisterIndex, desc->DefaultValue,
desc->RegisterCount);
break;
case D3DXRS_FLOAT4:
if (is_vertex_shader(This->desc.Version))
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, desc->RegisterIndex, desc->DefaultValue,
desc->RegisterCount);
else
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, desc->RegisterIndex, desc->DefaultValue,
desc->RegisterCount);
break;
default:
FIXME("Unhandled register set %s\n", debug_d3dxparameter_registerset(desc->RegisterSet));
hr = E_NOTIMPL;
break;
}
if (hr != D3D_OK)
return hr;
}
return D3D_OK;