Henri Verbeet : d3d10: Add support for parsing sampler states.
Alexandre Julliard
julliard at winehq.org
Wed Jul 25 16:06:52 CDT 2012
Module: wine
Branch: master
Commit: 98751a49946038c13f60a68a5f4e326fee43c575
URL: http://source.winehq.org/git/wine.git/?a=commit;h=98751a49946038c13f60a68a5f4e326fee43c575
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Tue Jul 24 23:21:32 2012 +0200
d3d10: Add support for parsing sampler states.
---
dlls/d3d10/effect.c | 49 ++++++++++++++++++++++++++++++++-----------------
1 files changed, 32 insertions(+), 17 deletions(-)
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index 62880af..702b95e 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -23,6 +23,8 @@
#include "d3d10_private.h"
+#include <float.h>
+
WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
#define D3D10_FX10_TYPE_COLUMN_SHIFT 11
@@ -161,6 +163,16 @@ static const struct d3d10_effect_state_property_info property_info[] =
{0x2a, "BlendState.DestBlendAlpha", D3D10_SVT_INT, 1, 1, D3D10_SVT_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, DestBlendAlpha) },
{0x2b, "BlendState.BlendOpAlpha", D3D10_SVT_INT, 1, 1, D3D10_SVT_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, BlendOpAlpha) },
{0x2c, "BlendState.RenderTargetWriteMask", D3D10_SVT_UINT8, 1, 8, D3D10_SVT_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, RenderTargetWriteMask) },
+ {0x2d, "SamplerState.Filter", D3D10_SVT_INT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, Filter) },
+ {0x2e, "SamplerState.AddressU", D3D10_SVT_INT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, AddressU) },
+ {0x2f, "SamplerState.AddressV", D3D10_SVT_INT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, AddressV) },
+ {0x30, "SamplerState.AddressW", D3D10_SVT_INT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, AddressW) },
+ {0x31, "SamplerState.MipMapLODBias", D3D10_SVT_FLOAT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, MipLODBias) },
+ {0x32, "SamplerState.MaxAnisotropy", D3D10_SVT_UINT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, MaxAnisotropy) },
+ {0x33, "SamplerState.ComparisonFunc", D3D10_SVT_INT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, ComparisonFunc) },
+ {0x34, "SamplerState.BorderColor", D3D10_SVT_FLOAT, 4, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, BorderColor) },
+ {0x35, "SamplerState.MinLOD", D3D10_SVT_FLOAT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, MinLOD) },
+ {0x36, "SamplerState.MaxLOD", D3D10_SVT_FLOAT, 1, 1, D3D10_SVT_SAMPLER, FIELD_OFFSET(D3D10_SAMPLER_DESC, MaxLOD) },
};
static const D3D10_RASTERIZER_DESC default_rasterizer_desc =
@@ -202,6 +214,20 @@ static const D3D10_BLEND_DESC default_blend_desc =
{0xf, 0xf, 0xf, 0xf, 0xf, 0xf, 0xf, 0xf},
};
+static const D3D10_SAMPLER_DESC default_sampler_desc =
+{
+ D3D10_FILTER_MIN_MAG_MIP_POINT,
+ D3D10_TEXTURE_ADDRESS_WRAP,
+ D3D10_TEXTURE_ADDRESS_WRAP,
+ D3D10_TEXTURE_ADDRESS_WRAP,
+ 0.0f,
+ 16,
+ D3D10_COMPARISON_NEVER,
+ {0.0f, 0.0f, 0.0f, 0.0f},
+ 0.0f,
+ FLT_MAX,
+};
+
struct d3d10_effect_state_storage_info
{
D3D_SHADER_VARIABLE_TYPE id;
@@ -214,6 +240,7 @@ static const struct d3d10_effect_state_storage_info d3d10_effect_state_storage_i
{D3D10_SVT_RASTERIZER, sizeof(default_rasterizer_desc), &default_rasterizer_desc },
{D3D10_SVT_DEPTHSTENCIL, sizeof(default_depth_stencil_desc), &default_depth_stencil_desc},
{D3D10_SVT_BLEND, sizeof(default_blend_desc), &default_blend_desc },
+ {D3D10_SVT_SAMPLER, sizeof(default_sampler_desc), &default_sampler_desc },
};
static BOOL copy_name(const char *ptr, char **name)
@@ -1038,6 +1065,10 @@ static BOOL read_float_value(DWORD value, D3D_SHADER_VARIABLE_TYPE in_type, floa
out_data[idx] = *(float *)&value;
return TRUE;
+ case D3D10_SVT_INT:
+ out_data[idx] = (INT)value;
+ return TRUE;
+
default:
FIXME("Unhandled in_type %#x.\n", in_type);
return FALSE;
@@ -1571,26 +1602,10 @@ static HRESULT parse_fx10_local_variable(struct d3d10_effect_variable *v, const
}
break;
- case D3D10_SVT_SAMPLER:
- TRACE("SVT is a state.\n");
- for (i = 0; i < max(v->type->element_count, 1); ++i)
- {
- unsigned int j;
- DWORD object_count;
-
- read_dword(ptr, &object_count);
- TRACE("Object count: %#x.\n", object_count);
-
- for (j = 0; j < object_count; ++j)
- {
- skip_dword_unknown("state object attribute", ptr, 4);
- }
- }
- break;
-
case D3D10_SVT_DEPTHSTENCIL:
case D3D10_SVT_BLEND:
case D3D10_SVT_RASTERIZER:
+ case D3D10_SVT_SAMPLER:
{
const struct d3d10_effect_state_storage_info *storage_info;
unsigned int count = max(v->type->element_count, 1);
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