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>
This commit is contained in:
Connor McAdams 2020-03-26 00:05:32 -04:00 committed by Alexandre Julliard
parent 2006621683
commit 1db43d5f55
2 changed files with 114 additions and 7 deletions

View File

@ -131,6 +131,12 @@ struct d3d10_effect_state_object_variable
} object;
};
struct d3d10_effect_resource_variable
{
ID3D10ShaderResourceView **srv;
BOOL parent;
};
struct d3d10_effect_buffer_variable
{
ID3D10Buffer *buffer;
@ -196,6 +202,7 @@ struct d3d10_effect_variable
struct d3d10_effect_state_object_variable state;
struct d3d10_effect_shader_variable shader;
struct d3d10_effect_buffer_variable buffer;
struct d3d10_effect_resource_variable resource;
} u;
};

View File

@ -2079,6 +2079,28 @@ static HRESULT parse_fx10_local_variable(const char *data, size_t data_size,
case D3D10_SVT_TEXTURE2DMSARRAY:
case D3D10_SVT_TEXTURE3D:
case D3D10_SVT_TEXTURECUBE:
if (!v->type->element_count)
i = 1;
else
i = v->type->element_count;
if (!(v->u.resource.srv = heap_calloc(i, sizeof(*v->u.resource.srv))))
{
ERR("Failed to allocate shader resource view array memory.\n");
return E_OUTOFMEMORY;
}
v->u.resource.parent = TRUE;
if (v->elements)
{
for (i = 0; i < v->type->element_count; ++i)
{
v->elements[i].u.resource.srv = &v->u.resource.srv[i];
v->elements[i].u.resource.parent = FALSE;
}
}
break;
case D3D10_SVT_RENDERTARGETVIEW:
case D3D10_SVT_DEPTHSTENCILVIEW:
case D3D10_SVT_BUFFER:
@ -2716,7 +2738,7 @@ static void d3d10_effect_shader_variable_destroy(struct d3d10_effect_shader_vari
static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
{
unsigned int i;
unsigned int i, elem_count;
TRACE("variable %p.\n", v);
@ -2779,6 +2801,31 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
ID3D10SamplerState_Release(v->u.state.object.sampler);
break;
case D3D10_SVT_TEXTURE1D:
case D3D10_SVT_TEXTURE1DARRAY:
case D3D10_SVT_TEXTURE2D:
case D3D10_SVT_TEXTURE2DARRAY:
case D3D10_SVT_TEXTURE2DMS:
case D3D10_SVT_TEXTURE2DMSARRAY:
case D3D10_SVT_TEXTURE3D:
case D3D10_SVT_TEXTURECUBE:
if (!v->u.resource.parent)
break;
if (!v->type->element_count)
elem_count = 1;
else
elem_count = v->type->element_count;
for (i = 0; i < elem_count; ++i)
{
if (v->u.resource.srv[i])
ID3D10ShaderResourceView_Release(v->u.resource.srv[i]);
}
heap_free(v->u.resource.srv);
break;
default:
break;
}
@ -3674,8 +3721,14 @@ static void apply_shader_resources(ID3D10Device *device, struct ID3D10EffectShad
break;
case D3D10_SIT_TBUFFER:
update_buffer(device, rsrc_v);
srv = &rsrc_v->u.buffer.resource_view;
case D3D10_SIT_TEXTURE:
if (sr->in_type == D3D10_SIT_TBUFFER)
{
update_buffer(device, rsrc_v);
srv = &rsrc_v->u.buffer.resource_view;
}
else
srv = rsrc_v->u.resource.srv;
switch (v->type->basetype)
{
@ -5924,8 +5977,27 @@ static const struct ID3D10EffectStringVariableVtbl d3d10_effect_string_variable_
d3d10_effect_string_variable_GetStringArray,
};
static void set_shader_resource_variable(ID3D10ShaderResourceView **src, ID3D10ShaderResourceView **dst)
{
if (*dst == *src)
return;
if (*src)
ID3D10ShaderResourceView_AddRef(*src);
if (*dst)
ID3D10ShaderResourceView_Release(*dst);
*dst = *src;
}
/* ID3D10EffectVariable methods */
static inline struct d3d10_effect_variable *impl_from_ID3D10EffectShaderResourceVariable(
ID3D10EffectShaderResourceVariable *iface)
{
return CONTAINING_RECORD(iface, struct d3d10_effect_variable, ID3D10EffectVariable_iface);
}
static BOOL STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_IsValid(ID3D10EffectShaderResourceVariable *iface)
{
TRACE("iface %p\n", iface);
@ -6082,9 +6154,13 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_GetRawVal
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_SetResource(
ID3D10EffectShaderResourceVariable *iface, ID3D10ShaderResourceView *resource)
{
FIXME("iface %p, resource %p stub!\n", iface, resource);
struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderResourceVariable(iface);
return E_NOTIMPL;
TRACE("iface %p, resource %p.\n", iface, resource);
set_shader_resource_variable(&resource, v->u.resource.srv);
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_GetResource(
@ -6098,9 +6174,33 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_GetResour
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_SetResourceArray(
ID3D10EffectShaderResourceVariable *iface, ID3D10ShaderResourceView **resources, UINT offset, UINT count)
{
FIXME("iface %p, resources %p, offset %u, count %u stub!\n", iface, resources, offset, count);
struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderResourceVariable(iface);
ID3D10ShaderResourceView **rsrc_view;
unsigned int i;
return E_NOTIMPL;
TRACE("iface %p, resources %p, offset %u, count %u.\n", iface, resources, offset, count);
if (!v->type->element_count)
return d3d10_effect_shader_resource_variable_SetResource(iface, *resources);
if (offset >= v->type->element_count)
{
WARN("Offset %u larger than element count %u, ignoring.\n", offset, v->type->element_count);
return S_OK;
}
if (count > v->type->element_count - offset)
{
WARN("Offset %u, count %u overruns the variable (element count %u), fixing up.\n",
offset, count, v->type->element_count);
count = v->type->element_count - offset;
}
rsrc_view = &v->u.resource.srv[offset];
for (i = 0; i < count; ++i)
set_shader_resource_variable(&resources[i], &rsrc_view[i]);
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_GetResourceArray(