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>
This commit is contained in:
Connor McAdams 2020-03-25 14:16:27 -04:00 committed by Alexandre Julliard
parent 176c1c6b4c
commit ab0a3cb2ff
1 changed files with 120 additions and 3 deletions

View File

@ -3619,9 +3619,119 @@ static struct ID3D10EffectVariable * STDMETHODCALLTYPE d3d10_effect_pass_GetAnno
return &null_variable.ID3D10EffectVariable_iface;
}
static void update_buffer(ID3D10Device *device, struct d3d10_effect_variable *v)
{
struct d3d10_effect_buffer_variable *b = &v->u.buffer;
if (!b->changed)
return;
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)b->buffer, 0, NULL,
b->local_buffer, v->data_size, 0);
b->changed = FALSE;
}
static void apply_shader_resources(ID3D10Device *device, struct ID3D10EffectShaderVariable *variable)
{
struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(variable);
struct d3d10_effect_shader_variable *sv = &v->u.shader;
struct d3d10_effect_shader_resource *sr;
struct d3d10_effect_variable *rsrc_v;
ID3D10ShaderResourceView **srv;
unsigned int i;
for (i = 0; i < sv->resource_count; ++i)
{
sr = &sv->resources[i];
rsrc_v = sr->variable;
switch (sr->in_type)
{
case D3D10_SIT_CBUFFER:
update_buffer(device, rsrc_v);
switch (v->type->basetype)
{
case D3D10_SVT_VERTEXSHADER:
ID3D10Device_VSSetConstantBuffers(device, sr->bind_point, sr->bind_count,
&rsrc_v->u.buffer.buffer);
break;
case D3D10_SVT_PIXELSHADER:
ID3D10Device_PSSetConstantBuffers(device, sr->bind_point, sr->bind_count,
&rsrc_v->u.buffer.buffer);
break;
case D3D10_SVT_GEOMETRYSHADER:
ID3D10Device_GSSetConstantBuffers(device, sr->bind_point, sr->bind_count,
&rsrc_v->u.buffer.buffer);
break;
default:
WARN("Incorrect shader type to bind constant buffer.\n");
break;
}
break;
case D3D10_SIT_TBUFFER:
update_buffer(device, rsrc_v);
srv = &rsrc_v->u.buffer.resource_view;
switch (v->type->basetype)
{
case D3D10_SVT_VERTEXSHADER:
ID3D10Device_VSSetShaderResources(device, sr->bind_point, sr->bind_count, srv);
break;
case D3D10_SVT_PIXELSHADER:
ID3D10Device_PSSetShaderResources(device, sr->bind_point, sr->bind_count, srv);
break;
case D3D10_SVT_GEOMETRYSHADER:
ID3D10Device_GSSetShaderResources(device, sr->bind_point, sr->bind_count, srv);
break;
default:
WARN("Incorrect shader type to bind shader resource view.\n");
break;
}
break;
case D3D10_SIT_SAMPLER:
switch (v->type->basetype)
{
case D3D10_SVT_VERTEXSHADER:
ID3D10Device_VSSetSamplers(device, sr->bind_point, sr->bind_count,
&rsrc_v->u.state.object.sampler);
break;
case D3D10_SVT_PIXELSHADER:
ID3D10Device_PSSetSamplers(device, sr->bind_point, sr->bind_count,
&rsrc_v->u.state.object.sampler);
break;
case D3D10_SVT_GEOMETRYSHADER:
ID3D10Device_GSSetSamplers(device, sr->bind_point, sr->bind_count,
&rsrc_v->u.state.object.sampler);
break;
default:
WARN("Incorrect shader type to bind sampler.\n");
break;
}
break;
default:
WARN("Unhandled shader resource %#x.\n", sr->in_type);
break;
}
}
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface, UINT flags)
{
struct d3d10_effect_pass *This = impl_from_ID3D10EffectPass(iface);
struct d3d10_effect_pass *pass = impl_from_ID3D10EffectPass(iface);
ID3D10Device *device = pass->technique->effect->device;
HRESULT hr = S_OK;
unsigned int i;
@ -3629,9 +3739,16 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface
if (flags) FIXME("Ignoring flags (%#x)\n", flags);
for (i = 0; i < This->object_count; ++i)
if (pass->vs.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface)
apply_shader_resources(device, pass->vs.pShaderVariable);
if (pass->gs.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface)
apply_shader_resources(device, pass->gs.pShaderVariable);
if (pass->ps.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface)
apply_shader_resources(device, pass->ps.pShaderVariable);
for (i = 0; i < pass->object_count; ++i)
{
hr = d3d10_effect_object_apply(&This->objects[i]);
hr = d3d10_effect_object_apply(&pass->objects[i]);
if (FAILED(hr)) break;
}