Connor McAdams : d3d10: Apply shader resources for shaders used in pass.
Alexandre Julliard
julliard at winehq.org
Wed Mar 25 17:07:29 CDT 2020
Module: wine
Branch: master
Commit: ab0a3cb2ff5378f6ab5dd79712547dc43a484100
URL: https://source.winehq.org/git/wine.git/?a=commit;h=ab0a3cb2ff5378f6ab5dd79712547dc43a484100
Author: Connor McAdams <conmanx360 at gmail.com>
Date: Wed Mar 25 14:16:27 2020 -0400
d3d10: Apply shader resources for shaders used in pass.
Signed-off-by: Connor McAdams <conmanx360 at gmail.com>
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d10/effect.c | 123 ++++++++++++++++++++++++++++++++++++++++++++++++++--
1 file changed, 120 insertions(+), 3 deletions(-)
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index e2c18ce049..3d397a38eb 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -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;
}
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