d3d10: Apply shader resources for shaders used in pass.
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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@ -3619,9 +3619,119 @@ static struct ID3D10EffectVariable * STDMETHODCALLTYPE d3d10_effect_pass_GetAnno
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return &null_variable.ID3D10EffectVariable_iface;
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}
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static void update_buffer(ID3D10Device *device, struct d3d10_effect_variable *v)
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{
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struct d3d10_effect_buffer_variable *b = &v->u.buffer;
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if (!b->changed)
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return;
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)b->buffer, 0, NULL,
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b->local_buffer, v->data_size, 0);
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b->changed = FALSE;
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}
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static void apply_shader_resources(ID3D10Device *device, struct ID3D10EffectShaderVariable *variable)
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{
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struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(variable);
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struct d3d10_effect_shader_variable *sv = &v->u.shader;
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struct d3d10_effect_shader_resource *sr;
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struct d3d10_effect_variable *rsrc_v;
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ID3D10ShaderResourceView **srv;
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unsigned int i;
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for (i = 0; i < sv->resource_count; ++i)
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{
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sr = &sv->resources[i];
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rsrc_v = sr->variable;
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switch (sr->in_type)
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{
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case D3D10_SIT_CBUFFER:
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update_buffer(device, rsrc_v);
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switch (v->type->basetype)
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{
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case D3D10_SVT_VERTEXSHADER:
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ID3D10Device_VSSetConstantBuffers(device, sr->bind_point, sr->bind_count,
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&rsrc_v->u.buffer.buffer);
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break;
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case D3D10_SVT_PIXELSHADER:
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ID3D10Device_PSSetConstantBuffers(device, sr->bind_point, sr->bind_count,
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&rsrc_v->u.buffer.buffer);
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break;
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case D3D10_SVT_GEOMETRYSHADER:
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ID3D10Device_GSSetConstantBuffers(device, sr->bind_point, sr->bind_count,
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&rsrc_v->u.buffer.buffer);
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break;
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default:
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WARN("Incorrect shader type to bind constant buffer.\n");
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break;
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}
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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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switch (v->type->basetype)
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{
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case D3D10_SVT_VERTEXSHADER:
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ID3D10Device_VSSetShaderResources(device, sr->bind_point, sr->bind_count, srv);
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break;
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case D3D10_SVT_PIXELSHADER:
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ID3D10Device_PSSetShaderResources(device, sr->bind_point, sr->bind_count, srv);
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break;
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case D3D10_SVT_GEOMETRYSHADER:
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ID3D10Device_GSSetShaderResources(device, sr->bind_point, sr->bind_count, srv);
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break;
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default:
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WARN("Incorrect shader type to bind shader resource view.\n");
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break;
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}
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break;
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case D3D10_SIT_SAMPLER:
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switch (v->type->basetype)
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{
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case D3D10_SVT_VERTEXSHADER:
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ID3D10Device_VSSetSamplers(device, sr->bind_point, sr->bind_count,
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&rsrc_v->u.state.object.sampler);
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break;
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case D3D10_SVT_PIXELSHADER:
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ID3D10Device_PSSetSamplers(device, sr->bind_point, sr->bind_count,
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&rsrc_v->u.state.object.sampler);
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break;
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case D3D10_SVT_GEOMETRYSHADER:
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ID3D10Device_GSSetSamplers(device, sr->bind_point, sr->bind_count,
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&rsrc_v->u.state.object.sampler);
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break;
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default:
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WARN("Incorrect shader type to bind sampler.\n");
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break;
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}
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break;
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default:
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WARN("Unhandled shader resource %#x.\n", sr->in_type);
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break;
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}
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}
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}
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static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface, UINT flags)
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{
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struct d3d10_effect_pass *This = impl_from_ID3D10EffectPass(iface);
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struct d3d10_effect_pass *pass = impl_from_ID3D10EffectPass(iface);
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ID3D10Device *device = pass->technique->effect->device;
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HRESULT hr = S_OK;
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unsigned int i;
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@ -3629,9 +3739,16 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface
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if (flags) FIXME("Ignoring flags (%#x)\n", flags);
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for (i = 0; i < This->object_count; ++i)
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if (pass->vs.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface)
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apply_shader_resources(device, pass->vs.pShaderVariable);
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if (pass->gs.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface)
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apply_shader_resources(device, pass->gs.pShaderVariable);
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if (pass->ps.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface)
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apply_shader_resources(device, pass->ps.pShaderVariable);
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for (i = 0; i < pass->object_count; ++i)
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{
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hr = d3d10_effect_object_apply(&This->objects[i]);
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hr = d3d10_effect_object_apply(&pass->objects[i]);
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if (FAILED(hr)) break;
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}
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