[PATCH 3/4] d3d10: Implement ShaderResource effect variable set method.

Connor McAdams conmanx360 at gmail.com
Sat Mar 21 13:30:16 CDT 2020


Signed-off-by: Connor McAdams <conmanx360 at gmail.com>
---
 dlls/d3d10/d3d10_private.h |   7 +++
 dlls/d3d10/effect.c        | 111 ++++++++++++++++++++++++++++++++++---
 2 files changed, 111 insertions(+), 7 deletions(-)

diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h
index 21fae15505..35fc9993db 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 **resource_view;
+    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 f86ec5ce9f..0654d28fc2 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -2077,6 +2077,28 @@ 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.resource_view = heap_calloc(i, sizeof(ID3D10ShaderResourceView *))))
+            {
+                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.resource_view = &v->u.resource.resource_view[i];
+                    v->elements[i].u.resource.parent = FALSE;
+                }
+            }
+            break;
+
         case D3D10_SVT_RENDERTARGETVIEW:
         case D3D10_SVT_DEPTHSTENCILVIEW:
         case D3D10_SVT_BUFFER:
@@ -2714,7 +2736,7 @@ 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);
 
@@ -2777,6 +2799,31 @@ 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.resource_view[i])
+                        ID3D10ShaderResourceView_Release(v->u.resource.resource_view[i]);
+                }
+
+                heap_free(v->u.resource.resource_view);
+                break;
+
             default:
                 break;
         }
@@ -3669,8 +3716,14 @@ static void apply_shader_resources(ID3D10Device *device, struct ID3D10EffectShad
                 break;
 
             case D3D10_SIT_TBUFFER:
-                update_buffer(device, rsrc_v);
-                srv = (ID3D10ShaderResourceView *const *)&rsrc_v->u.buffer.resource_view;
+            case D3D10_SIT_TEXTURE:
+                if (sr->in_type == D3D10_SIT_TEXTURE)
+                    srv = (ID3D10ShaderResourceView *const *)rsrc_v->u.resource.resource_view;
+                else
+                {
+                    update_buffer(device, sr->resource_variable);
+                    srv = (ID3D10ShaderResourceView *const *)&rsrc_v->u.buffer.resource_view;
+                }
 
                 switch (v->type->basetype)
                 {
@@ -5908,8 +5961,24 @@ 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)
+        ID3D10ShaderResourceView_Release(*dst);
+    if (*src)
+        ID3D10ShaderResourceView_AddRef(*src);
+
+    *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);
@@ -6066,9 +6135,13 @@ 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 *effect_var = impl_from_ID3D10EffectShaderResourceVariable(iface);
 
-    return E_NOTIMPL;
+    TRACE("iface %p, resource %p.\n", iface, resource);
+
+    set_shader_resource_variable(&resource, effect_var->u.resource.resource_view);
+
+    return S_OK;
 }
 
 static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_resource_variable_GetResource(
@@ -6082,9 +6155,33 @@ 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 *effect_var = impl_from_ID3D10EffectShaderResourceVariable(iface);
+    ID3D10ShaderResourceView **rsrc_view;
+    UINT i;
 
-    return E_NOTIMPL;
+    TRACE("iface %p, resources %p, offset %u, count %u.\n", iface, resources, offset, count);
+
+    if (!effect_var->type->element_count)
+        return d3d10_effect_shader_resource_variable_SetResource(iface, *resources);
+
+    if (offset >= effect_var->type->element_count)
+    {
+        WARN("Offset %u larger than element count %u, ignoring.\n", offset, effect_var->type->element_count);
+        return S_OK;
+    }
+
+    if (count > effect_var->type->element_count - offset)
+    {
+        WARN("Offset %u, count %u overruns the variable (element count %u), fixing up.\n",
+             offset, count, effect_var->type->element_count);
+        count = effect_var->type->element_count - offset;
+    }
+
+    rsrc_view = &effect_var->u.resource.resource_view[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(
-- 
2.20.1




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