d3d10core: Implement d3d10_device_VSSetConstantBuffers().

This commit is contained in:
Henri Verbeet 2012-11-29 22:44:45 +01:00 committed by Alexandre Julliard
parent 521c439d30
commit ae5e15319e
6 changed files with 64 additions and 1 deletions

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@ -117,8 +117,19 @@ static ULONG STDMETHODCALLTYPE d3d10_device_Release(ID3D10Device *iface)
static void STDMETHODCALLTYPE d3d10_device_VSSetConstantBuffers(ID3D10Device *iface, static void STDMETHODCALLTYPE d3d10_device_VSSetConstantBuffers(ID3D10Device *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers) UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
{ {
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", struct d3d10_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers); iface, start_slot, buffer_count, buffers);
for (i = 0; i < buffer_count; ++i)
{
struct d3d10_buffer *buffer = unsafe_impl_from_ID3D10Buffer(buffers[i]);
wined3d_device_set_vs_cb(device->wined3d_device, start_slot + i,
buffer ? buffer->wined3d_buffer : NULL);
}
} }
static void STDMETHODCALLTYPE d3d10_device_PSSetShaderResources(ID3D10Device *iface, static void STDMETHODCALLTYPE d3d10_device_PSSetShaderResources(ID3D10Device *iface,

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@ -2532,6 +2532,45 @@ struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wine
return device->stateBlock->state.vertex_shader; return device->stateBlock->state.vertex_shader;
} }
void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
{
struct wined3d_buffer *prev;
TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
if (idx >= MAX_CONSTANT_BUFFERS)
{
WARN("Invalid constant buffer index %u.\n", idx);
return;
}
prev = device->updateStateBlock->state.vs_cb[idx];
device->updateStateBlock->state.vs_cb[idx] = buffer;
if (device->isRecordingState)
{
if (buffer)
wined3d_buffer_incref(buffer);
if (prev)
wined3d_buffer_decref(prev);
return;
}
if (prev != buffer)
{
if (buffer)
{
InterlockedIncrement(&buffer->resource.bind_count);
wined3d_buffer_incref(buffer);
}
if (prev)
{
InterlockedDecrement(&prev->resource.bind_count);
wined3d_buffer_decref(prev);
}
}
}
HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device, HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
UINT start_register, const BOOL *constants, UINT bool_count) UINT start_register, const BOOL *constants, UINT bool_count)
{ {

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@ -521,6 +521,15 @@ void stateblock_unbind_resources(struct wined3d_stateblock *stateblock)
wined3d_shader_decref(shader); wined3d_shader_decref(shader);
} }
for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
{
if ((buffer = state->vs_cb[i]))
{
state->vs_cb[i] = NULL;
wined3d_buffer_decref(buffer);
}
}
if ((shader = state->geometry_shader)) if ((shader = state->geometry_shader))
{ {
state->geometry_shader = NULL; state->geometry_shader = NULL;

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@ -140,6 +140,7 @@
@ cdecl wined3d_device_set_vertex_declaration(ptr ptr) @ cdecl wined3d_device_set_vertex_declaration(ptr ptr)
@ cdecl wined3d_device_set_vertex_shader(ptr ptr) @ cdecl wined3d_device_set_vertex_shader(ptr ptr)
@ cdecl wined3d_device_set_viewport(ptr ptr) @ cdecl wined3d_device_set_viewport(ptr ptr)
@ cdecl wined3d_device_set_vs_cb(ptr long ptr)
@ cdecl wined3d_device_set_vs_consts_b(ptr long ptr long) @ cdecl wined3d_device_set_vs_consts_b(ptr long ptr long)
@ cdecl wined3d_device_set_vs_consts_f(ptr long ptr long) @ cdecl wined3d_device_set_vs_consts_f(ptr long ptr long)
@ cdecl wined3d_device_set_vs_consts_i(ptr long ptr long) @ cdecl wined3d_device_set_vs_consts_i(ptr long ptr long)

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@ -162,6 +162,7 @@ void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS) #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
#define MAX_ACTIVE_LIGHTS 8 #define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
#define MAX_CONSTANT_BUFFERS 15
struct min_lookup struct min_lookup
{ {
@ -2299,6 +2300,7 @@ struct wined3d_state
GLenum gl_primitive_type; GLenum gl_primitive_type;
struct wined3d_shader *vertex_shader; struct wined3d_shader *vertex_shader;
struct wined3d_buffer *vs_cb[MAX_CONSTANT_BUFFERS];
BOOL vs_consts_b[MAX_CONST_B]; BOOL vs_consts_b[MAX_CONST_B];
INT vs_consts_i[MAX_CONST_I * 4]; INT vs_consts_i[MAX_CONST_I * 4];
float *vs_consts_f; float *vs_consts_f;

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@ -2244,6 +2244,7 @@ void __cdecl wined3d_device_set_vertex_declaration(struct wined3d_device *device
struct wined3d_vertex_declaration *declaration); struct wined3d_vertex_declaration *declaration);
void __cdecl wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader); void __cdecl wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader);
void __cdecl wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport); void __cdecl wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport);
void __cdecl wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer);
HRESULT __cdecl wined3d_device_set_vs_consts_b(struct wined3d_device *device, HRESULT __cdecl wined3d_device_set_vs_consts_b(struct wined3d_device *device,
UINT start_register, const BOOL *constants, UINT bool_count); UINT start_register, const BOOL *constants, UINT bool_count);
HRESULT __cdecl wined3d_device_set_vs_consts_f(struct wined3d_device *device, HRESULT __cdecl wined3d_device_set_vs_consts_f(struct wined3d_device *device,