[PATCH 3/5] d3dx9_36: Implemented ID3DXConstantTable_SetVector and ID3DXConstantTable_SetVectorArray

Travis Athougies iammisc at gmail.com
Mon Feb 7 18:01:47 CST 2011


---
 dlls/d3dx9_36/shader.c |   44 +++++++++++++++++++++++++++++++++++++-------
 1 files changed, 37 insertions(+), 7 deletions(-)

diff --git a/dlls/d3dx9_36/shader.c b/dlls/d3dx9_36/shader.c
index d48d385..7462eb3 100644
--- a/dlls/d3dx9_36/shader.c
+++ b/dlls/d3dx9_36/shader.c
@@ -936,11 +936,7 @@ static HRESULT WINAPI ID3DXConstantTableImpl_SetFloatArray(ID3DXConstantTable* i
 static HRESULT WINAPI ID3DXConstantTableImpl_SetVector(ID3DXConstantTable* iface, LPDIRECT3DDEVICE9 device,
                                                        D3DXHANDLE constant, CONST D3DXVECTOR4* vector)
 {
-    ID3DXConstantTableImpl *This = impl_from_ID3DXConstantTable(iface);
-
-    FIXME("(%p)->(%p, %p, %p): stub\n", This, device, constant, vector);
-
-    return E_NOTIMPL;
+    return ID3DXConstantTable_SetVectorArray(iface, device, constant, vector, 1);
 }
 
 static HRESULT WINAPI ID3DXConstantTableImpl_SetVectorArray(ID3DXConstantTable* iface, LPDIRECT3DDEVICE9 device,
@@ -948,9 +944,43 @@ static HRESULT WINAPI ID3DXConstantTableImpl_SetVectorArray(ID3DXConstantTable*
 {
     ID3DXConstantTableImpl *This = impl_from_ID3DXConstantTable(iface);
 
-    FIXME("(%p)->(%p, %p, %p, %d): stub\n", This, device, constant, vector, count);
+    D3DXCONSTANT_DESC desc;
+    HRESULT hr;
+    UINT i, desc_count = 1;
+    float fvector[4];
 
-    return E_NOTIMPL;
+    hr = ID3DXConstantTable_GetConstantDesc(iface, constant, &desc, &desc_count);
+    if (FAILED(hr))
+    {
+        TRACE("ID3DXConstantTable_GetConstantDesc failed: %08x", hr);
+        return D3DERR_INVALIDCALL;
+    }
+
+    switch (desc.RegisterSet)
+    {
+    case D3DXRS_FLOAT4:
+        for (i = 0; i < count && i < desc.RegisterCount; i++)
+        {
+            /* Although it is very possible to cast vector straight to a float* and set it, it isn't standard C */
+            fvector[0] = vector[i].x;
+            fvector[1] = vector[i].y;
+            fvector[2] = vector[i].z;
+            fvector[3] = vector[i].w;
+
+            if (is_vertex_shader(This->desc.Version))
+                IDirect3DDevice9_SetVertexShaderConstantF(device, desc.RegisterIndex + i, (float *)fvector,
+                        desc.RegisterCount);
+            else
+                IDirect3DDevice9_SetPixelShaderConstantF(device, desc.RegisterIndex + i, (float *)fvector,
+                        desc.RegisterCount);
+        }
+        break;
+    default:
+        FIXME("Handle other register sets\n");
+        return E_NOTIMPL;
+    }
+
+    return D3D_OK;
 }
 
 static HRESULT WINAPI ID3DXConstantTableImpl_SetMatrix(ID3DXConstantTable* iface, LPDIRECT3DDEVICE9 device,
-- 
1.7.0.4




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