d3d10: Implement ShaderResource effect variable set method.
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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2006621683
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1db43d5f55
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@ -131,6 +131,12 @@ struct d3d10_effect_state_object_variable
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} object;
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};
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struct d3d10_effect_resource_variable
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{
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ID3D10ShaderResourceView **srv;
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BOOL parent;
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};
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struct d3d10_effect_buffer_variable
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{
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ID3D10Buffer *buffer;
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@ -196,6 +202,7 @@ struct d3d10_effect_variable
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struct d3d10_effect_state_object_variable state;
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struct d3d10_effect_shader_variable shader;
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struct d3d10_effect_buffer_variable buffer;
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struct d3d10_effect_resource_variable resource;
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} u;
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};
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@ -2079,6 +2079,28 @@ static HRESULT parse_fx10_local_variable(const char *data, size_t data_size,
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case D3D10_SVT_TEXTURE2DMSARRAY:
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case D3D10_SVT_TEXTURE3D:
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case D3D10_SVT_TEXTURECUBE:
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if (!v->type->element_count)
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i = 1;
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else
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i = v->type->element_count;
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if (!(v->u.resource.srv = heap_calloc(i, sizeof(*v->u.resource.srv))))
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{
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ERR("Failed to allocate shader resource view array memory.\n");
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return E_OUTOFMEMORY;
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}
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v->u.resource.parent = TRUE;
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if (v->elements)
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{
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for (i = 0; i < v->type->element_count; ++i)
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{
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v->elements[i].u.resource.srv = &v->u.resource.srv[i];
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v->elements[i].u.resource.parent = FALSE;
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}
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}
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break;
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case D3D10_SVT_RENDERTARGETVIEW:
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case D3D10_SVT_DEPTHSTENCILVIEW:
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case D3D10_SVT_BUFFER:
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@ -2716,7 +2738,7 @@ static void d3d10_effect_shader_variable_destroy(struct d3d10_effect_shader_vari
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static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
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{
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unsigned int i;
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unsigned int i, elem_count;
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TRACE("variable %p.\n", v);
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@ -2779,6 +2801,31 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
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ID3D10SamplerState_Release(v->u.state.object.sampler);
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break;
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case D3D10_SVT_TEXTURE1D:
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case D3D10_SVT_TEXTURE1DARRAY:
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case D3D10_SVT_TEXTURE2D:
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case D3D10_SVT_TEXTURE2DARRAY:
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case D3D10_SVT_TEXTURE2DMS:
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case D3D10_SVT_TEXTURE2DMSARRAY:
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case D3D10_SVT_TEXTURE3D:
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case D3D10_SVT_TEXTURECUBE:
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if (!v->u.resource.parent)
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break;
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if (!v->type->element_count)
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elem_count = 1;
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else
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elem_count = v->type->element_count;
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for (i = 0; i < elem_count; ++i)
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{
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if (v->u.resource.srv[i])
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ID3D10ShaderResourceView_Release(v->u.resource.srv[i]);
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}
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heap_free(v->u.resource.srv);
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break;
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default:
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break;
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}
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@ -3674,8 +3721,14 @@ static void apply_shader_resources(ID3D10Device *device, struct ID3D10EffectShad
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break;
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case D3D10_SIT_TBUFFER:
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update_buffer(device, rsrc_v);
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srv = &rsrc_v->u.buffer.resource_view;
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case D3D10_SIT_TEXTURE:
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if (sr->in_type == D3D10_SIT_TBUFFER)
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{
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update_buffer(device, rsrc_v);
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srv = &rsrc_v->u.buffer.resource_view;
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}
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else
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srv = rsrc_v->u.resource.srv;
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switch (v->type->basetype)
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{
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@ -5924,8 +5977,27 @@ static const struct ID3D10EffectStringVariableVtbl d3d10_effect_string_variable_
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d3d10_effect_string_variable_GetStringArray,
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};
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static void set_shader_resource_variable(ID3D10ShaderResourceView **src, ID3D10ShaderResourceView **dst)
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{
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if (*dst == *src)
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return;
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if (*src)
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ID3D10ShaderResourceView_AddRef(*src);
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if (*dst)
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ID3D10ShaderResourceView_Release(*dst);
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*dst = *src;
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}
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/* ID3D10EffectVariable methods */
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static inline struct d3d10_effect_variable *impl_from_ID3D10EffectShaderResourceVariable(
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ID3D10EffectShaderResourceVariable *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_shader_resource_variable_IsValid(ID3D10EffectShaderResourceVariable *iface)
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{
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TRACE("iface %p\n", iface);
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@ -6082,9 +6154,13 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_GetRawVal
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static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_SetResource(
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ID3D10EffectShaderResourceVariable *iface, ID3D10ShaderResourceView *resource)
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{
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FIXME("iface %p, resource %p stub!\n", iface, resource);
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struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderResourceVariable(iface);
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return E_NOTIMPL;
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TRACE("iface %p, resource %p.\n", iface, resource);
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set_shader_resource_variable(&resource, v->u.resource.srv);
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return S_OK;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_GetResource(
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@ -6098,9 +6174,33 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_GetResour
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static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_SetResourceArray(
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ID3D10EffectShaderResourceVariable *iface, ID3D10ShaderResourceView **resources, UINT offset, UINT count)
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{
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FIXME("iface %p, resources %p, offset %u, count %u stub!\n", iface, resources, offset, count);
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struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderResourceVariable(iface);
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ID3D10ShaderResourceView **rsrc_view;
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unsigned int i;
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return E_NOTIMPL;
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TRACE("iface %p, resources %p, offset %u, count %u.\n", iface, resources, offset, count);
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if (!v->type->element_count)
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return d3d10_effect_shader_resource_variable_SetResource(iface, *resources);
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if (offset >= v->type->element_count)
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{
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WARN("Offset %u larger than element count %u, ignoring.\n", offset, v->type->element_count);
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return S_OK;
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}
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if (count > v->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, v->type->element_count);
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count = v->type->element_count - offset;
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}
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rsrc_view = &v->u.resource.srv[offset];
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for (i = 0; i < count; ++i)
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set_shader_resource_variable(&resources[i], &rsrc_view[i]);
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return S_OK;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_GetResourceArray(
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