d3d10/effect: Use separate enum to describe property container.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Nikolay Sivov 2021-10-01 09:13:59 +03:00 committed by Alexandre Julliard
parent 8a04f2eb15
commit 74d8129fc6
1 changed files with 68 additions and 46 deletions

View File

@ -134,6 +134,27 @@ static inline struct d3d10_effect_variable *impl_from_ID3D10EffectShaderVariable
return CONTAINING_RECORD(iface, struct d3d10_effect_variable, ID3D10EffectVariable_iface);
}
enum d3d10_effect_container_type
{
D3D10_C_NONE,
D3D10_C_RASTERIZER,
D3D10_C_DEPTHSTENCIL,
D3D10_C_BLEND,
D3D10_C_SAMPLER,
};
static enum d3d10_effect_container_type get_var_container_type(const struct d3d10_effect_variable *v)
{
switch (v->type->basetype)
{
case D3D10_SVT_DEPTHSTENCIL: return D3D10_C_DEPTHSTENCIL;
case D3D10_SVT_BLEND: return D3D10_C_BLEND;
case D3D10_SVT_RASTERIZER: return D3D10_C_RASTERIZER;
case D3D10_SVT_SAMPLER: return D3D10_C_SAMPLER;
default: return D3D10_C_NONE;
}
}
struct d3d10_effect_state_property_info
{
UINT id;
@ -141,55 +162,55 @@ struct d3d10_effect_state_property_info
D3D_SHADER_VARIABLE_TYPE type;
UINT size;
UINT count;
D3D_SHADER_VARIABLE_TYPE container_type;
enum d3d10_effect_container_type container_type;
LONG offset;
};
static const struct d3d10_effect_state_property_info property_info[] =
{
{0x0c, "RasterizerState.FillMode", D3D10_SVT_INT, 1, 1, D3D10_SVT_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, FillMode) },
{0x0d, "RasterizerState.CullMode", D3D10_SVT_INT, 1, 1, D3D10_SVT_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, CullMode) },
{0x0e, "RasterizerState.FrontCounterClockwise", D3D10_SVT_BOOL, 1, 1, D3D10_SVT_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, FrontCounterClockwise) },
{0x0f, "RasterizerState.DepthBias", D3D10_SVT_INT, 1, 1, D3D10_SVT_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthBias) },
{0x10, "RasterizerState.DepthBiasClamp", D3D10_SVT_FLOAT, 1, 1, D3D10_SVT_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthBiasClamp) },
{0x11, "RasterizerState.SlopeScaledDepthBias", D3D10_SVT_FLOAT, 1, 1, D3D10_SVT_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, SlopeScaledDepthBias) },
{0x12, "RasterizerState.DepthClipEnable", D3D10_SVT_BOOL, 1, 1, D3D10_SVT_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthClipEnable) },
{0x13, "RasterizerState.ScissorEnable", D3D10_SVT_BOOL, 1, 1, D3D10_SVT_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, ScissorEnable) },
{0x14, "RasterizerState.MultisampleEnable", D3D10_SVT_BOOL, 1, 1, D3D10_SVT_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, MultisampleEnable) },
{0x15, "RasterizerState.AntialiasedLineEnable", D3D10_SVT_BOOL, 1, 1, D3D10_SVT_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, AntialiasedLineEnable) },
{0x16, "DepthStencilState.DepthEnable", D3D10_SVT_BOOL, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthEnable) },
{0x17, "DepthStencilState.DepthWriteMask", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthWriteMask) },
{0x18, "DepthStencilState.DepthFunc", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthFunc) },
{0x19, "DepthStencilState.StencilEnable", D3D10_SVT_BOOL, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilEnable) },
{0x1a, "DepthStencilState.StencilReadMask", D3D10_SVT_UINT8, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilReadMask) },
{0x1b, "DepthStencilState.StencilWriteMask", D3D10_SVT_UINT8, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilWriteMask) },
{0x1c, "DepthStencilState.FrontFaceStencilFail", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilFailOp) },
{0x1d, "DepthStencilState.FrontFaceStencilDepthFail", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilDepthFailOp)},
{0x1e, "DepthStencilState.FrontFaceStencilPass", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilPassOp) },
{0x1f, "DepthStencilState.FrontFaceStencilFunc", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilFunc) },
{0x20, "DepthStencilState.BackFaceStencilFail", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilFailOp) },
{0x21, "DepthStencilState.BackFaceStencilDepthFail", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilDepthFailOp) },
{0x22, "DepthStencilState.BackFaceStencilPass", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilPassOp) },
{0x23, "DepthStencilState.BackFaceStencilFunc", D3D10_SVT_INT, 1, 1, D3D10_SVT_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilFunc) },
{0x24, "BlendState.AlphaToCoverageEnable", D3D10_SVT_BOOL, 1, 1, D3D10_SVT_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, AlphaToCoverageEnable) },
{0x25, "BlendState.BlendEnable", D3D10_SVT_BOOL, 1, 8, D3D10_SVT_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, BlendEnable) },
{0x26, "BlendState.SrcBlend", D3D10_SVT_INT, 1, 1, D3D10_SVT_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, SrcBlend) },
{0x27, "BlendState.DestBlend", D3D10_SVT_INT, 1, 1, D3D10_SVT_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, DestBlend) },
{0x28, "BlendState.BlendOp", D3D10_SVT_INT, 1, 1, D3D10_SVT_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, BlendOp) },
{0x29, "BlendState.SrcBlendAlpha", D3D10_SVT_INT, 1, 1, D3D10_SVT_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, SrcBlendAlpha) },
{0x2a, "BlendState.DestBlendAlpha", D3D10_SVT_INT, 1, 1, D3D10_SVT_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, DestBlendAlpha) },
{0x2b, "BlendState.BlendOpAlpha", D3D10_SVT_INT, 1, 1, D3D10_SVT_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, BlendOpAlpha) },
{0x2c, "BlendState.RenderTargetWriteMask", D3D10_SVT_UINT8, 1, 8, D3D10_SVT_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, RenderTargetWriteMask) },
{0x2d, "SamplerState.Filter", D3D10_SVT_INT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, Filter) },
{0x2e, "SamplerState.AddressU", D3D10_SVT_INT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, AddressU) },
{0x2f, "SamplerState.AddressV", D3D10_SVT_INT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, AddressV) },
{0x30, "SamplerState.AddressW", D3D10_SVT_INT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, AddressW) },
{0x31, "SamplerState.MipMapLODBias", D3D10_SVT_FLOAT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, MipLODBias) },
{0x32, "SamplerState.MaxAnisotropy", D3D10_SVT_UINT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, MaxAnisotropy) },
{0x33, "SamplerState.ComparisonFunc", D3D10_SVT_INT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, ComparisonFunc) },
{0x34, "SamplerState.BorderColor", D3D10_SVT_FLOAT, 4, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, BorderColor) },
{0x35, "SamplerState.MinLOD", D3D10_SVT_FLOAT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, MinLOD) },
{0x36, "SamplerState.MaxLOD", D3D10_SVT_FLOAT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, MaxLOD) },
{0x0c, "RasterizerState.FillMode", D3D10_SVT_INT, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, FillMode) },
{0x0d, "RasterizerState.CullMode", D3D10_SVT_INT, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, CullMode) },
{0x0e, "RasterizerState.FrontCounterClockwise", D3D10_SVT_BOOL, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, FrontCounterClockwise) },
{0x0f, "RasterizerState.DepthBias", D3D10_SVT_INT, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthBias) },
{0x10, "RasterizerState.DepthBiasClamp", D3D10_SVT_FLOAT, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthBiasClamp) },
{0x11, "RasterizerState.SlopeScaledDepthBias", D3D10_SVT_FLOAT, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, SlopeScaledDepthBias) },
{0x12, "RasterizerState.DepthClipEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthClipEnable) },
{0x13, "RasterizerState.ScissorEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, ScissorEnable) },
{0x14, "RasterizerState.MultisampleEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, MultisampleEnable) },
{0x15, "RasterizerState.AntialiasedLineEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, AntialiasedLineEnable) },
{0x16, "DepthStencilState.DepthEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthEnable) },
{0x17, "DepthStencilState.DepthWriteMask", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthWriteMask) },
{0x18, "DepthStencilState.DepthFunc", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthFunc) },
{0x19, "DepthStencilState.StencilEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilEnable) },
{0x1a, "DepthStencilState.StencilReadMask", D3D10_SVT_UINT8, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilReadMask) },
{0x1b, "DepthStencilState.StencilWriteMask", D3D10_SVT_UINT8, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilWriteMask) },
{0x1c, "DepthStencilState.FrontFaceStencilFail", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilFailOp) },
{0x1d, "DepthStencilState.FrontFaceStencilDepthFail", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilDepthFailOp)},
{0x1e, "DepthStencilState.FrontFaceStencilPass", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilPassOp) },
{0x1f, "DepthStencilState.FrontFaceStencilFunc", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilFunc) },
{0x20, "DepthStencilState.BackFaceStencilFail", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilFailOp) },
{0x21, "DepthStencilState.BackFaceStencilDepthFail", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilDepthFailOp) },
{0x22, "DepthStencilState.BackFaceStencilPass", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilPassOp) },
{0x23, "DepthStencilState.BackFaceStencilFunc", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilFunc) },
{0x24, "BlendState.AlphaToCoverageEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, AlphaToCoverageEnable) },
{0x25, "BlendState.BlendEnable", D3D10_SVT_BOOL, 1, 8, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, BlendEnable) },
{0x26, "BlendState.SrcBlend", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, SrcBlend) },
{0x27, "BlendState.DestBlend", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, DestBlend) },
{0x28, "BlendState.BlendOp", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, BlendOp) },
{0x29, "BlendState.SrcBlendAlpha", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, SrcBlendAlpha) },
{0x2a, "BlendState.DestBlendAlpha", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, DestBlendAlpha) },
{0x2b, "BlendState.BlendOpAlpha", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, BlendOpAlpha) },
{0x2c, "BlendState.RenderTargetWriteMask", D3D10_SVT_UINT8, 1, 8, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, RenderTargetWriteMask) },
{0x2d, "SamplerState.Filter", D3D10_SVT_INT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, Filter) },
{0x2e, "SamplerState.AddressU", D3D10_SVT_INT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, AddressU) },
{0x2f, "SamplerState.AddressV", D3D10_SVT_INT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, AddressV) },
{0x30, "SamplerState.AddressW", D3D10_SVT_INT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, AddressW) },
{0x31, "SamplerState.MipMapLODBias", D3D10_SVT_FLOAT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, MipLODBias) },
{0x32, "SamplerState.MaxAnisotropy", D3D10_SVT_UINT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, MaxAnisotropy) },
{0x33, "SamplerState.ComparisonFunc", D3D10_SVT_INT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, ComparisonFunc) },
{0x34, "SamplerState.BorderColor", D3D10_SVT_FLOAT, 4, 1, D3D10_C_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, BorderColor) },
{0x35, "SamplerState.MinLOD", D3D10_SVT_FLOAT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, MinLOD) },
{0x36, "SamplerState.MaxLOD", D3D10_SVT_FLOAT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, MaxLOD) },
};
static const D3D10_RASTERIZER_DESC default_rasterizer_desc =
@ -1680,7 +1701,7 @@ static BOOL read_value_list(const char *data, size_t data_size, DWORD offset,
}
static BOOL parse_fx10_state_group(const char *data, size_t data_size,
const char **ptr, D3D_SHADER_VARIABLE_TYPE container_type, void *container)
const char **ptr, enum d3d10_effect_container_type container_type, void *container)
{
const struct d3d10_effect_state_property_info *property_info;
UINT value_offset, operation;
@ -2310,7 +2331,8 @@ static HRESULT parse_fx10_object_variable(const char *data, size_t data_size,
var = v;
memcpy(&var->u.state.desc, storage_info->default_state, storage_info->size);
if (!parse_fx10_state_group(data, data_size, ptr, var->type->basetype, &var->u.state.desc))
if (!parse_fx10_state_group(data, data_size, ptr, get_var_container_type(var),
&var->u.state.desc))
{
ERR("Failed to read property list.\n");
return E_FAIL;