d3dx9_36: Implemented ID3DXConstantTable_SetMatrix and ID3DXConstantTable_SetMatrixArray.

This commit is contained in:
Travis Athougies 2011-06-21 12:14:33 -07:00 committed by Alexandre Julliard
parent 9c138a182a
commit 4a412c1b83
1 changed files with 43 additions and 8 deletions

View File

@ -980,24 +980,59 @@ static HRESULT WINAPI ID3DXConstantTableImpl_SetVectorArray(ID3DXConstantTable *
return D3D_OK;
}
static HRESULT WINAPI ID3DXConstantTableImpl_SetMatrix(ID3DXConstantTable* iface, LPDIRECT3DDEVICE9 device,
D3DXHANDLE constant, CONST D3DXMATRIX* matrix)
static HRESULT WINAPI ID3DXConstantTableImpl_SetMatrix(ID3DXConstantTable *iface, LPDIRECT3DDEVICE9 device,
D3DXHANDLE constant, CONST D3DXMATRIX *matrix)
{
ID3DXConstantTableImpl *This = impl_from_ID3DXConstantTable(iface);
FIXME("(%p)->(%p, %p, %p): stub\n", This, device, constant, matrix);
TRACE("(%p)->(%p, %p, %p)\n", This, device, constant, matrix);
return E_NOTIMPL;
return ID3DXConstantTable_SetMatrixArray(iface, device, constant, matrix, 1);
}
static HRESULT WINAPI ID3DXConstantTableImpl_SetMatrixArray(ID3DXConstantTable* iface, LPDIRECT3DDEVICE9 device,
D3DXHANDLE constant, CONST D3DXMATRIX* matrix, UINT count)
static HRESULT WINAPI ID3DXConstantTableImpl_SetMatrixArray(ID3DXConstantTable *iface, LPDIRECT3DDEVICE9 device,
D3DXHANDLE constant, CONST D3DXMATRIX *matrix, UINT count)
{
ID3DXConstantTableImpl *This = impl_from_ID3DXConstantTable(iface);
FIXME("(%p)->(%p, %p, %p, %d): stub\n", This, device, constant, matrix, count);
D3DXCONSTANT_DESC desc;
HRESULT hr;
UINT i, desc_count = 1;
D3DXMATRIX temp;
return E_NOTIMPL;
TRACE("(%p)->(%p, %p, %p, %d)\n", This, device, constant, matrix, count);
hr = ID3DXConstantTable_GetConstantDesc(iface, constant, &desc, &desc_count);
if (FAILED(hr))
{
TRACE("ID3DXConstantTable_GetConstantDesc failed: %08x", hr);
return D3DERR_INVALIDCALL;
}
switch (desc.RegisterSet)
{
case D3DXRS_FLOAT4:
/* i * 4 + 3 is the last register we set. The conditional makes sure that we don't access
registers we're not supposed to */
for (i = 0; i < count && i * 4 + 3 < desc.RegisterCount; i++)
{
if (desc.Class == D3DXPC_MATRIX_ROWS)
temp = matrix[i];
else
D3DXMatrixTranspose(&temp, &matrix[i]);
if (is_vertex_shader(This->desc.Version))
IDirect3DDevice9_SetVertexShaderConstantF(device, desc.RegisterIndex + i * 4, &temp._11, 4);
else
IDirect3DDevice9_SetPixelShaderConstantF(device, desc.RegisterIndex + i * 4, &temp._11, 4);
}
break;
default:
FIXME("Handle other register sets\n");
return E_NOTIMPL;
}
return D3D_OK;
}
static HRESULT WINAPI ID3DXConstantTableImpl_SetMatrixPointerArray(ID3DXConstantTable* iface, LPDIRECT3DDEVICE9 device,