[PATCH 1/6] d3d10/effect: Go through both local and shared buffers when looking for shader resources.

Matteo Bruni matteo.mystral at gmail.com
Thu Sep 30 14:28:57 CDT 2021


On Thu, Sep 30, 2021 at 9:26 PM Nikolay Sivov <nsivov at codeweavers.com> wrote:
>
>
>
> On 9/30/21 10:18 PM, Matteo Bruni wrote:
> > On Thu, Sep 30, 2021 at 9:11 PM Nikolay Sivov <nsivov at codeweavers.com> wrote:
> >>
> >>
> >> On 9/30/21 10:03 PM, Matteo Bruni wrote:
> >>> On Tue, Sep 28, 2021 at 2:23 PM Nikolay Sivov <nsivov at codeweavers.com> wrote:
> >>>> Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
> >>>> ---
> >>>>  dlls/d3d10/effect.c       | 56 ++++++++++++++++++++++++---------------
> >>>>  dlls/d3d10/tests/effect.c | 53 +++++++++++++++++++++++++-----------
> >>>>  2 files changed, 72 insertions(+), 37 deletions(-)
> >>>>
> >>>> diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
> >>>> index 668efcda666..71660eb399e 100644
> >>>> --- a/dlls/d3d10/effect.c
> >>>> +++ b/dlls/d3d10/effect.c
> >>>> @@ -526,6 +526,35 @@ static BOOL copy_name(const char *ptr, char **name)
> >>>>      return TRUE;
> >>>>  }
> >>>>
> >>>> +static struct d3d10_effect_variable * d3d10_effect_get_buffer_by_name(struct d3d10_effect *effect,
> >>>> +        const char *name)
> >>>> +{
> >>>> +    ID3D10EffectVariable *v;
> >>>> +    unsigned int i;
> >>>> +
> >>>> +    for (i = 0; i < effect->local_buffer_count; ++i)
> >>>> +    {
> >>>> +        struct d3d10_effect_variable *l = &effect->local_buffers[i];
> >>>> +        if (l->name && !strcmp(l->name, name))
> >>>> +        {
> >>>> +            TRACE("Found local buffer %s.\n", debugstr_a(name));
> >>>> +            return l;
> >>>> +        }
> >>>> +    }
> >>>> +
> >>>> +    if (effect->pool)
> >>>> +    {
> >>>> +        if ((v = (ID3D10EffectVariable *)effect->pool->lpVtbl->GetConstantBufferByName(effect->pool, name))
> >>>> +                && v->lpVtbl->IsValid(v))
> >>>> +        {
> >>>> +            TRACE("Found shared buffer %s.\n", debugstr_a(name));
> >>>> +            return impl_from_ID3D10EffectVariable(v);
> >>>> +        }
> >>>> +    }
> >>>> +
> >>>> +    return NULL;
> >>>> +}
> >>>> +
> >>> I wonder if it would be nicer to just loop through the pool effect's
> >>> buffers instead, or at least call d3d10_effect_get_buffer_by_name()
> >>> directly.
> >> Yes, I have no problems with that. Making sure, do you mean storing
> >> "struct d3d10_effect*" for pool, instead of an interface pointer?
> > Probably, if it doesn't make other stuff more complicated (it shouldn't).
> > I guess you could check that native doesn't support "custom" pools
> > either, just to be sure that we won't ever need to go back on this.
> I could try testing that, but that can only get so far, because internal
> assumptions could be tricky to observe. For example, when you reference
> a buffer from a child effect, and update it, there is not API way to
> trigger d3d buffer update. Now that might go a "proper" way via some
> internal interface, but given that even QueryInterface is not really
> working, I'd be surprised they made such extra effort. Probably easiest
> way is to try custom pool interface, and see if any methods are called
> at all, expect for addref. If nothing gets called from top level object,
> that obviously means such change will be safe.

Yeah, I was thinking of something along those lines.



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