[PATCH v5 1/5] d3d10: Implement scalar effect variable set methods.

Connor McAdams conmanx360 at gmail.com
Fri Feb 28 12:51:44 CST 2020


Implement SetFloat/SetFloatArray, SetInt/SetIntArray, and
SetBool/SetBoolArray methods for the scalar effect variable interface.

Signed-off-by: Connor McAdams <conmanx360 at gmail.com>
---
v5: Added correct behavior when Get/Set methods are called for types
different than the variable type, i.e SetInt on a Float variable and
vice versa.

 dlls/d3d10/effect.c | 187 +++++++++++++++++++++++++++++++++++++++++---
 1 file changed, 175 insertions(+), 12 deletions(-)

diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index 3ee9bf7a35..42311bd1fe 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -4212,8 +4212,146 @@ static const struct ID3D10EffectConstantBufferVtbl d3d10_effect_constant_buffer_
     d3d10_effect_constant_buffer_GetTextureBuffer,
 };
 
+
+static BOOL get_variable_as_bool(void *in_data, D3D10_SHADER_VARIABLE_TYPE in_type)
+{
+    switch (in_type)
+    {
+        case D3D10_SVT_FLOAT:
+        case D3D10_SVT_INT:
+        case D3D10_SVT_BOOL:
+            if (*(DWORD *)in_data)
+                return -1;
+            break;
+
+        default:
+            break;
+    }
+
+    return FALSE;
+}
+
+static int get_variable_as_int(void *in_data, D3D10_SHADER_VARIABLE_TYPE in_type)
+{
+    switch (in_type)
+    {
+        case D3D10_SVT_FLOAT:
+            return (int)(*(float *)in_data);
+
+        case D3D10_SVT_INT:
+            return *(int *)in_data;
+
+        case D3D10_SVT_BOOL:
+            return get_variable_as_bool(in_data, in_type);
+
+        default:
+            return 0;
+    }
+}
+
+static float get_variable_as_float(void *in_data, D3D10_SHADER_VARIABLE_TYPE in_type)
+{
+    switch (in_type)
+    {
+        case D3D10_SVT_FLOAT:
+            return *(float *)in_data;
+
+        case D3D10_SVT_INT:
+            return (float)(*(int *)in_data);
+
+        case D3D10_SVT_BOOL:
+            return (float)get_variable_as_bool(in_data, in_type);
+
+        default:
+            return 0.0f;
+    }
+}
+
+static void write_variable(BYTE *out_data, D3D_SHADER_VARIABLE_TYPE out_type, BYTE *in_data,
+        D3D_SHADER_VARIABLE_TYPE in_type, unsigned int col_count)
+{
+    unsigned int i;
+
+    for (i = 0; i < col_count; i++, out_data += 4, in_data += 4)
+    {
+        if (out_type == in_type)
+            *(DWORD *)out_data = *(DWORD *)in_data;
+        else
+        {
+            switch (out_type)
+            {
+                case D3D10_SVT_FLOAT:
+                    *(float *)out_data = get_variable_as_float(in_data, in_type);
+                    break;
+
+                case D3D10_SVT_INT:
+                    *(int *)out_data = get_variable_as_int(in_data, in_type);
+                    break;
+
+                case D3D10_SVT_BOOL:
+                    *(BOOL *)out_data = get_variable_as_bool(in_data, in_type);
+                    break;
+
+                default:
+                    *(DWORD *)out_data = 0;
+                    break;
+            }
+        }
+    }
+}
+
+static void write_variable_to_buffer(struct d3d10_effect_variable *variable, void *data,
+        D3D_SHADER_VARIABLE_TYPE in_type)
+{
+    BYTE *buf = variable->buffer->u.buffer.local_buffer + variable->buffer_offset;
+
+    write_variable(buf, variable->type->basetype, data, in_type, variable->type->column_count);
+
+    variable->buffer->u.buffer.changed = TRUE;
+}
+
+static void write_variable_array_to_buffer(struct d3d10_effect_variable *variable, void *data,
+        D3D_SHADER_VARIABLE_TYPE in_type, unsigned int offset, unsigned int count)
+{
+    BYTE *buf = variable->buffer->u.buffer.local_buffer + variable->buffer_offset;
+    BYTE *cur_element = data;
+    unsigned int element_size, i;
+
+    if (!variable->type->element_count)
+    {
+        write_variable_to_buffer(variable, data, in_type);
+        return;
+    }
+
+    if (offset >= variable->type->element_count)
+        return;
+
+    if (count > variable->type->element_count - offset)
+        count = variable->type->element_count - offset;
+
+    element_size = variable->type->elementtype->size_packed;
+    if (offset)
+        buf += variable->type->stride * offset;
+
+    for (i = 0; i < count; i++)
+    {
+        write_variable(buf, variable->type->basetype, cur_element, in_type,
+                variable->type->column_count);
+
+        cur_element += element_size;
+        buf += variable->type->stride;
+    }
+
+    variable->buffer->u.buffer.changed = TRUE;
+}
+
 /* ID3D10EffectVariable methods */
 
+static inline struct d3d10_effect_variable *impl_from_ID3D10EffectScalarVariable(ID3D10EffectScalarVariable *iface)
+{
+    return CONTAINING_RECORD(iface, struct d3d10_effect_variable, ID3D10EffectVariable_iface);
+}
+
 static BOOL STDMETHODCALLTYPE d3d10_effect_scalar_variable_IsValid(ID3D10EffectScalarVariable *iface)
 {
     TRACE("iface %p\n", iface);
@@ -4370,9 +4508,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_GetRawValue(ID3D10
 static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_SetFloat(ID3D10EffectScalarVariable *iface,
         float value)
 {
-    FIXME("iface %p, value %.8e stub!\n", iface, value);
+    struct d3d10_effect_variable *effect_var = impl_from_ID3D10EffectScalarVariable(iface);
 
-    return E_NOTIMPL;
+    TRACE("iface %p, value %.8e.\n", iface, value);
+    write_variable_to_buffer(effect_var, &value, D3D10_SVT_FLOAT);
+
+    return S_OK;
 }
 
 static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_GetFloat(ID3D10EffectScalarVariable *iface,
@@ -4383,12 +4524,22 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_GetFloat(ID3D10Eff
     return E_NOTIMPL;
 }
 
+/*
+ * According to MSDN, array writing functions for Scalar/Vector effect
+ * variables have offset go unused. Testing has revealed that this is
+ * true for Scalar variables, but not for vectors. So, in the case of
+ * Scalar variables, just pass 0 as the offset argument of
+ * write_variable_array_to_buffer.
+ */
 static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_SetFloatArray(ID3D10EffectScalarVariable *iface,
         float *values, UINT offset, UINT count)
 {
-    FIXME("iface %p, values %p, offset %u, count %u stub!\n", iface, values, offset, count);
+    struct d3d10_effect_variable *effect_var = impl_from_ID3D10EffectScalarVariable(iface);
 
-    return E_NOTIMPL;
+    TRACE("iface %p, values %p, offset %u, count %u.\n", iface, values, offset, count);
+    write_variable_array_to_buffer(effect_var, values, D3D10_SVT_FLOAT, 0, count);
+
+    return S_OK;
 }
 
 static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_GetFloatArray(ID3D10EffectScalarVariable *iface,
@@ -4402,9 +4553,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_GetFloatArray(ID3D
 static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_SetInt(ID3D10EffectScalarVariable *iface,
         int value)
 {
-    FIXME("iface %p, value %d stub!\n", iface, value);
+    struct d3d10_effect_variable *effect_var = impl_from_ID3D10EffectScalarVariable(iface);
 
-    return E_NOTIMPL;
+    TRACE("iface %p, value %d.\n", iface, value);
+    write_variable_to_buffer(effect_var, &value, D3D10_SVT_INT);
+
+    return S_OK;
 }
 
 static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_GetInt(ID3D10EffectScalarVariable *iface,
@@ -4418,9 +4572,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_GetInt(ID3D10Effec
 static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_SetIntArray(ID3D10EffectScalarVariable *iface,
         int *values, UINT offset, UINT count)
 {
-    FIXME("iface %p, values %p, offset %u, count %u stub!\n", iface, values, offset, count);
+    struct d3d10_effect_variable *effect_var = impl_from_ID3D10EffectScalarVariable(iface);
 
-    return E_NOTIMPL;
+    TRACE("iface %p, values %p, offset %u, count %u.\n", iface, values, offset, count);
+    write_variable_array_to_buffer(effect_var, values, D3D10_SVT_INT, 0, count);
+
+    return S_OK;
 }
 
 static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_GetIntArray(ID3D10EffectScalarVariable *iface,
@@ -4434,9 +4591,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_GetIntArray(ID3D10
 static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_SetBool(ID3D10EffectScalarVariable *iface,
         BOOL value)
 {
-    FIXME("iface %p, value %d stub!\n", iface, value);
+    struct d3d10_effect_variable *effect_var = impl_from_ID3D10EffectScalarVariable(iface);
 
-    return E_NOTIMPL;
+    TRACE("iface %p, value %d.\n", iface, value);
+    write_variable_to_buffer(effect_var, &value, D3D10_SVT_BOOL);
+
+    return S_OK;
 }
 
 static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_GetBool(ID3D10EffectScalarVariable *iface,
@@ -4450,9 +4610,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_GetBool(ID3D10Effe
 static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_SetBoolArray(ID3D10EffectScalarVariable *iface,
         BOOL *values, UINT offset, UINT count)
 {
-    FIXME("iface %p, values %p, offset %u, count %u stub!\n", iface, values, offset, count);
+    struct d3d10_effect_variable *effect_var = impl_from_ID3D10EffectScalarVariable(iface);
 
-    return E_NOTIMPL;
+    TRACE("iface %p, values %p, offset %u, count %u.\n", iface, values, offset, count);
+    write_variable_array_to_buffer(effect_var, values, D3D10_SVT_BOOL, 0, count);
+
+    return S_OK;
 }
 
 static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_GetBoolArray(ID3D10EffectScalarVariable *iface,
-- 
2.20.1




More information about the wine-devel mailing list