Add support for vertex shader constants to the stateblock.

This commit is contained in:
Oliver Stieber 2005-08-17 10:27:01 +00:00 committed by Alexandre Julliard
parent fae73a1090
commit 9b0b803b47
3 changed files with 111 additions and 19 deletions

View File

@ -3457,7 +3457,6 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3
* TODO: merge HAL shaders context switching from prototype
*/
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
@ -3469,43 +3468,126 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
#define GET_SHADER_CONSTANT(_vertexshaderconstant, _count, _sizecount) \
int count = min(_count, MAX_VSHADER_CONSTANTS - (StartRegister + 1)); \
if (NULL == pConstantData || count < 0 /* || _count != count */ ) \
return D3DERR_INVALIDCALL; \
memcpy(pConstantData, This->updateStateBlock->_vertexshaderconstant + (StartRegister * _sizecount), count * (sizeof(*pConstantData) * _sizecount));
TRACE("(%p) : stub\n", This);
#define SET_SHADER_CONSTANT(_vertexshaderconstant, _count, _sizecount) \
int count = min(_count, MAX_VSHADER_CONSTANTS - (StartRegister + 1)); \
if (NULL == pConstantData || count < 0 /* || _count != count */ ) \
return D3DERR_INVALIDCALL; \
memcpy(This->updateStateBlock->_vertexshaderconstant + (StartRegister * _sizecount), pConstantData, count * (sizeof(*pConstantData) * _sizecount)); \
This->updateStateBlock->changed.vertexShader = TRUE; \
This->updateStateBlock->set.vertexShader = TRUE;
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
static BOOL showFixmes = TRUE;
SET_SHADER_CONSTANT(vertexShaderConstantB, BoolCount, 1);
#if 0 /* TODO: a bitmasp to say which constant type we should load */
memset(This->updateStateBlock->vsibfBitmap + StartRegister, WINESHADER_CONSTANTB, BoolCount);
#endif
/* clean out the other constants? */
if(showFixmes || TRUE) {
FIXME("(%p) : stub\n", This);
showFixmes = FALSE;
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount) {
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
static BOOL showFixmes = TRUE;
#if 0 /* TODO: a bitmasp to say which constant type we should load */
for (i = 0; i < BoolCount; i++ ) {
if (This->updateStateBlock->vsibfBitmap[StartRegister + i] != WINESHADER_CONSTANTB) {
/* the constant for this register isn't a boolean */
return D3DERR_INVALIDCALL;
}
}
#endif
GET_SHADER_CONSTANT(vertexShaderConstantB, BoolCount, 1);
if(showFixmes || TRUE) {
FIXME("(%p) : stub\n", This);
showFixmes = FALSE;
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount) {
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
static BOOL showFixmes = TRUE;
#if 0 /* TODO: a bitmasp to say which constant type we should load */
memset(This->updateStateBlock->vsibfBitmap + StartRegister, WINESHADER_CONSTANTI, Vector4iCount);
#endif
SET_SHADER_CONSTANT(vertexShaderConstantI, Vector4iCount, 4);
/* clean out the other constants? */
if(showFixmes || TRUE) {
FIXME("(%p) : stub\n", This);
showFixmes = FALSE;
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount) {
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
static BOOL showFixmes = TRUE;
#if 0 /* TODO: a bitmap to say which constant type we should load */
for (i = 0; i < Vector4iCount; i++ ) {
if (This->updateStateBlock->vsibfBitmap[StartRegister + i] != WINESHADER_CONSTANTI) {
/* the constant for this register isn't a boolean */
return D3DERR_INVALIDCALL;
}
}
#endif
GET_SHADER_CONSTANT(vertexShaderConstantI, Vector4iCount, 4);
if(showFixmes || TRUE) {
FIXME("(%p) : stub\n", This);
showFixmes = FALSE;
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount) {
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
static BOOL showFixmes = TRUE;
#if 0 /* TODO: a bitmasp to say which constant type we should load */
memset(This->updateStateBlock->vsibfBitmap + StartRegister, WINESHADER_CONSTANTF, Vector4fCount);
#endif
SET_SHADER_CONSTANT(vertexShaderConstantF, Vector4fCount, 4);
/* clean out the other constants? */
if(showFixmes) {
TRACE("(%p) : ConstantF isn't intergrated properly with the other constants.\n", This);
showFixmes = FALSE;
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount) {
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
static BOOL showFixmes = TRUE;
#if 0 /* TODO: a bitmap to say which constant type we should load */
for (i = 0; i < Vector4fCount; i++ ) {
if (This->updateStateBlock->vsibfBitmap[StartRegister + i] != WINESHADER_CONSTANTF) {
/* the constant for this register isn't a boolean */
return D3DERR_INVALIDCALL;
}
}
#endif
GET_SHADER_CONSTANT(vertexShaderConstantF, Vector4fCount, 4);
if(showFixmes) {
TRACE("(%p) : ConstantF isn't intergrated properly with the other constants.\n", This);
showFixmes = FALSE;
}
return D3D_OK;
}
#undef SET_SHADER_CONSTANT
#undef GET_SHADER_CONSTANT
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);

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@ -152,7 +152,7 @@ HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
PLIGHTINFOEL *src;
/* Recorded => Only update 'changed' values */
if (This->set.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
if (This->vertexShader != targetStateBlock->vertexShader) {
This->vertexShader = targetStateBlock->vertexShader;
TRACE("Updating vertex shader to %p\n", targetStateBlock->vertexShader);
}
@ -342,11 +342,14 @@ should really perform a delta so that only the changes get updated*/
toDo = toDo->next;
}
#if 0 /*TODO: VertexShaders*/
if (This->set.vertexShader && This->changed.vertexShader)
if (This->changed.vertexShader) {
IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
/* TODO: Vertex Shader Constants */
#endif
/* TODO: Vertex Shader Constants */
IWineD3DDevice_SetVertexShaderConstantB(pDevice, 0 , This->vertexShaderConstantB , MAX_VSHADER_CONSTANTS);
IWineD3DDevice_SetVertexShaderConstantI(pDevice, 0 , This->vertexShaderConstantI , MAX_VSHADER_CONSTANTS);
IWineD3DDevice_SetVertexShaderConstantF(pDevice, 0 , This->vertexShaderConstantF , MAX_VSHADER_CONSTANTS);
}
}
#if 0 /*TODO: Pixel Shaders*/

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@ -51,6 +51,8 @@
#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
#define MAX_LEVELS 256
#define MAX_VSHADER_CONSTANTS 96
/* Used for CreateStateBlock */
#define NUM_SAVEDPIXELSTATES_R 35
#define NUM_SAVEDPIXELSTATES_T 18
@ -890,6 +892,11 @@ struct IWineD3DStateBlockImpl
void *vertexShader; /* @TODO: Replace void * with IWineD3DVertexShader * */
/* Vertex Shader Constants */
BOOL vertexShaderConstantB[MAX_VSHADER_CONSTANTS];
UINT vertexShaderConstantI[MAX_VSHADER_CONSTANTS * 4];
float vertexShaderConstantF[MAX_VSHADER_CONSTANTS * 4];
BOOL softwareVertexProcessing;
/* Stream Source */