Connor McAdams : d3d10: Implement ShaderResource effect variable set method.
Alexandre Julliard
julliard at winehq.org
Fri Mar 27 16:14:40 CDT 2020
Module: wine
Branch: master
Commit: 1db43d5f55e0eb4f54a5df2f5061efd9dcdefeb7
URL: https://source.winehq.org/git/wine.git/?a=commit;h=1db43d5f55e0eb4f54a5df2f5061efd9dcdefeb7
Author: Connor McAdams <conmanx360 at gmail.com>
Date: Thu Mar 26 00:05:32 2020 -0400
d3d10: Implement ShaderResource effect variable set method.
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/d3d10_private.h | 7 +++
dlls/d3d10/effect.c | 114 ++++++++++++++++++++++++++++++++++++++++++---
2 files changed, 114 insertions(+), 7 deletions(-)
diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h
index 21d7f964e8..8d48231d97 100644
--- a/dlls/d3d10/d3d10_private.h
+++ b/dlls/d3d10/d3d10_private.h
@@ -131,6 +131,12 @@ struct d3d10_effect_state_object_variable
} object;
};
+struct d3d10_effect_resource_variable
+{
+ ID3D10ShaderResourceView **srv;
+ BOOL parent;
+};
+
struct d3d10_effect_buffer_variable
{
ID3D10Buffer *buffer;
@@ -196,6 +202,7 @@ struct d3d10_effect_variable
struct d3d10_effect_state_object_variable state;
struct d3d10_effect_shader_variable shader;
struct d3d10_effect_buffer_variable buffer;
+ struct d3d10_effect_resource_variable resource;
} u;
};
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index 3d397a38eb..04376efe9c 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -2079,6 +2079,28 @@ static HRESULT parse_fx10_local_variable(const char *data, size_t data_size,
case D3D10_SVT_TEXTURE2DMSARRAY:
case D3D10_SVT_TEXTURE3D:
case D3D10_SVT_TEXTURECUBE:
+ if (!v->type->element_count)
+ i = 1;
+ else
+ i = v->type->element_count;
+
+ if (!(v->u.resource.srv = heap_calloc(i, sizeof(*v->u.resource.srv))))
+ {
+ ERR("Failed to allocate shader resource view array memory.\n");
+ return E_OUTOFMEMORY;
+ }
+ v->u.resource.parent = TRUE;
+
+ if (v->elements)
+ {
+ for (i = 0; i < v->type->element_count; ++i)
+ {
+ v->elements[i].u.resource.srv = &v->u.resource.srv[i];
+ v->elements[i].u.resource.parent = FALSE;
+ }
+ }
+ break;
+
case D3D10_SVT_RENDERTARGETVIEW:
case D3D10_SVT_DEPTHSTENCILVIEW:
case D3D10_SVT_BUFFER:
@@ -2716,7 +2738,7 @@ static void d3d10_effect_shader_variable_destroy(struct d3d10_effect_shader_vari
static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
{
- unsigned int i;
+ unsigned int i, elem_count;
TRACE("variable %p.\n", v);
@@ -2779,6 +2801,31 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
ID3D10SamplerState_Release(v->u.state.object.sampler);
break;
+ case D3D10_SVT_TEXTURE1D:
+ case D3D10_SVT_TEXTURE1DARRAY:
+ case D3D10_SVT_TEXTURE2D:
+ case D3D10_SVT_TEXTURE2DARRAY:
+ case D3D10_SVT_TEXTURE2DMS:
+ case D3D10_SVT_TEXTURE2DMSARRAY:
+ case D3D10_SVT_TEXTURE3D:
+ case D3D10_SVT_TEXTURECUBE:
+ if (!v->u.resource.parent)
+ break;
+
+ if (!v->type->element_count)
+ elem_count = 1;
+ else
+ elem_count = v->type->element_count;
+
+ for (i = 0; i < elem_count; ++i)
+ {
+ if (v->u.resource.srv[i])
+ ID3D10ShaderResourceView_Release(v->u.resource.srv[i]);
+ }
+
+ heap_free(v->u.resource.srv);
+ break;
+
default:
break;
}
@@ -3674,8 +3721,14 @@ static void apply_shader_resources(ID3D10Device *device, struct ID3D10EffectShad
break;
case D3D10_SIT_TBUFFER:
- update_buffer(device, rsrc_v);
- srv = &rsrc_v->u.buffer.resource_view;
+ case D3D10_SIT_TEXTURE:
+ if (sr->in_type == D3D10_SIT_TBUFFER)
+ {
+ update_buffer(device, rsrc_v);
+ srv = &rsrc_v->u.buffer.resource_view;
+ }
+ else
+ srv = rsrc_v->u.resource.srv;
switch (v->type->basetype)
{
@@ -5924,8 +5977,27 @@ static const struct ID3D10EffectStringVariableVtbl d3d10_effect_string_variable_
d3d10_effect_string_variable_GetStringArray,
};
+static void set_shader_resource_variable(ID3D10ShaderResourceView **src, ID3D10ShaderResourceView **dst)
+{
+ if (*dst == *src)
+ return;
+
+ if (*src)
+ ID3D10ShaderResourceView_AddRef(*src);
+ if (*dst)
+ ID3D10ShaderResourceView_Release(*dst);
+
+ *dst = *src;
+}
+
/* ID3D10EffectVariable methods */
+static inline struct d3d10_effect_variable *impl_from_ID3D10EffectShaderResourceVariable(
+ ID3D10EffectShaderResourceVariable *iface)
+{
+ return CONTAINING_RECORD(iface, struct d3d10_effect_variable, ID3D10EffectVariable_iface);
+}
+
static BOOL STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_IsValid(ID3D10EffectShaderResourceVariable *iface)
{
TRACE("iface %p\n", iface);
@@ -6082,9 +6154,13 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_GetRawVal
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_SetResource(
ID3D10EffectShaderResourceVariable *iface, ID3D10ShaderResourceView *resource)
{
- FIXME("iface %p, resource %p stub!\n", iface, resource);
+ struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderResourceVariable(iface);
- return E_NOTIMPL;
+ TRACE("iface %p, resource %p.\n", iface, resource);
+
+ set_shader_resource_variable(&resource, v->u.resource.srv);
+
+ return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_GetResource(
@@ -6098,9 +6174,33 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_GetResour
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_SetResourceArray(
ID3D10EffectShaderResourceVariable *iface, ID3D10ShaderResourceView **resources, UINT offset, UINT count)
{
- FIXME("iface %p, resources %p, offset %u, count %u stub!\n", iface, resources, offset, count);
+ struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderResourceVariable(iface);
+ ID3D10ShaderResourceView **rsrc_view;
+ unsigned int i;
- return E_NOTIMPL;
+ TRACE("iface %p, resources %p, offset %u, count %u.\n", iface, resources, offset, count);
+
+ if (!v->type->element_count)
+ return d3d10_effect_shader_resource_variable_SetResource(iface, *resources);
+
+ if (offset >= v->type->element_count)
+ {
+ WARN("Offset %u larger than element count %u, ignoring.\n", offset, v->type->element_count);
+ return S_OK;
+ }
+
+ if (count > v->type->element_count - offset)
+ {
+ WARN("Offset %u, count %u overruns the variable (element count %u), fixing up.\n",
+ offset, count, v->type->element_count);
+ count = v->type->element_count - offset;
+ }
+
+ rsrc_view = &v->u.resource.srv[offset];
+ for (i = 0; i < count; ++i)
+ set_shader_resource_variable(&resources[i], &rsrc_view[i]);
+
+ return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_GetResourceArray(
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