[PATCH 10/10] d3d10: Apply shader resources for shaders used in pass.
Connor McAdams
conmanx360 at gmail.com
Sat Dec 7 12:23:00 CST 2019
Apply resources that are used by the shaders within the effect pass.
Signed-off-by: Connor McAdams <conmanx360 at gmail.com>
---
dlls/d3d10/effect.c | 106 ++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 106 insertions(+)
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index df95724f95..235d7ed9b2 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -3651,9 +3651,102 @@ static struct ID3D10EffectVariable * STDMETHODCALLTYPE d3d10_effect_pass_GetAnno
return &null_variable.ID3D10EffectVariable_iface;
}
+static void write_localbuffer(ID3D10Device *device, struct d3d10_effect_variable *v)
+{
+ struct d3d10_effect_buffer_variable *b = &v->u.buffer;
+
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)b->buffer, 0, NULL, (const void *)b->local_buffer,
+ v->data_size, 0);
+
+ b->changed = 0;
+}
+
+static void apply_shader_resources(ID3D10Device *device, struct ID3D10EffectShaderVariable *variable)
+{
+ struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)variable);
+ struct d3d10_effect_shader_variable *sv = &v->u.shader;
+ struct d3d10_effect_shader_resource *sr;
+ ID3D10ShaderResourceView *const *srv;
+
+ unsigned int i;
+
+ for (i = 0; i < sv->resources; i++)
+ {
+ sr = &sv->shader_resource[i];
+
+ switch (sr->in_type)
+ {
+ case D3D10_SIT_CBUFFER:
+ switch (v->type->basetype)
+ {
+ case D3D10_SVT_VERTEXSHADER:
+ ID3D10Device_VSSetConstantBuffers(device, sr->bind_point, sr->bind_count,
+ (ID3D10Buffer *const *)&sr->resource_variable->u.buffer.buffer);
+ break;
+ case D3D10_SVT_PIXELSHADER:
+ ID3D10Device_PSSetConstantBuffers(device, sr->bind_point, sr->bind_count,
+ (ID3D10Buffer *const *)&sr->resource_variable->u.buffer.buffer);
+ break;
+ case D3D10_SVT_GEOMETRYSHADER:
+ ID3D10Device_GSSetConstantBuffers(device, sr->bind_point, sr->bind_count,
+ (ID3D10Buffer *const *)&sr->resource_variable->u.buffer.buffer);
+ break;
+ default:
+ break;
+ }
+ break;
+ case D3D10_SIT_TEXTURE:
+ case D3D10_SIT_TBUFFER:
+ if (sr->in_type == D3D10_SIT_TBUFFER)
+ srv = (ID3D10ShaderResourceView *const *)&sr->resource_variable->u.buffer.resource_view;
+ else
+ srv = (ID3D10ShaderResourceView *const *)sr->resource_variable->u.resource.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:
+ break;
+ }
+ break;
+ case D3D10_SIT_SAMPLER:
+ switch (v->type->basetype)
+ {
+ case D3D10_SVT_VERTEXSHADER:
+ ID3D10Device_VSSetSamplers(device, sr->bind_point, sr->bind_count,
+ (ID3D10SamplerState *const *)&sr->resource_variable->u.state.object.sampler);
+ break;
+ case D3D10_SVT_PIXELSHADER:
+ ID3D10Device_PSSetSamplers(device, sr->bind_point, sr->bind_count,
+ (ID3D10SamplerState *const *)&sr->resource_variable->u.state.object.sampler);
+ break;
+ case D3D10_SVT_GEOMETRYSHADER:
+ ID3D10Device_GSSetSamplers(device, sr->bind_point, sr->bind_count,
+ (ID3D10SamplerState *const *)&sr->resource_variable->u.state.object.sampler);
+ break;
+ default:
+ break;
+ }
+ break;
+ default:
+ break;
+ }
+ }
+}
+
static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface, UINT flags)
{
struct d3d10_effect_pass *This = impl_from_ID3D10EffectPass(iface);
+ struct d3d10_effect *effect = This->technique->effect;
+ ID3D10Device *device = This->technique->effect->device;
HRESULT hr = S_OK;
unsigned int i;
@@ -3661,6 +3754,19 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface
if (flags) FIXME("Ignoring flags (%#x)\n", flags);
+ for (i = 0; i < effect->local_buffer_count; i++)
+ {
+ if (effect->local_buffers[i].u.buffer.changed)
+ write_localbuffer(device, &effect->local_buffers[i]);
+ }
+
+ if (This->vs.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface)
+ apply_shader_resources(device, This->vs.pShaderVariable);
+ if (This->gs.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface)
+ apply_shader_resources(device, This->gs.pShaderVariable);
+ if (This->ps.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface)
+ apply_shader_resources(device, This->ps.pShaderVariable);
+
for (i = 0; i < This->object_count; ++i)
{
hr = d3d10_effect_object_apply(&This->objects[i]);
--
2.20.1
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