[PATCH 4/5] d3dx9_36: Implemented ID3DXConstantTable_SetMatrix and ID3DXConstantTable_SetMatrixArray
Travis Athougies
iammisc at gmail.com
Wed Feb 9 17:16:49 CST 2011
---
dlls/d3dx9_36/shader.c | 65 ++++++++++++++++++++++++++++++++++++++++++-----
1 files changed, 58 insertions(+), 7 deletions(-)
diff --git a/dlls/d3dx9_36/shader.c b/dlls/d3dx9_36/shader.c
index 90af113..30caae9 100644
--- a/dlls/d3dx9_36/shader.c
+++ b/dlls/d3dx9_36/shader.c
@@ -975,11 +975,7 @@ static HRESULT WINAPI ID3DXConstantTableImpl_SetVectorArray(ID3DXConstantTable*
static HRESULT WINAPI ID3DXConstantTableImpl_SetMatrix(ID3DXConstantTable* iface, LPDIRECT3DDEVICE9 device,
D3DXHANDLE constant, CONST D3DXMATRIX* matrix)
{
- ID3DXConstantTableImpl *This = impl_from_ID3DXConstantTable(iface);
-
- FIXME("(%p)->(%p, %p, %p): stub\n", This, device, constant, matrix);
-
- return E_NOTIMPL;
+ return ID3DXConstantTable_SetMatrixArray(iface, device, constant, matrix, 1);
}
static HRESULT WINAPI ID3DXConstantTableImpl_SetMatrixArray(ID3DXConstantTable* iface, LPDIRECT3DDEVICE9 device,
@@ -987,9 +983,64 @@ static HRESULT WINAPI ID3DXConstantTableImpl_SetMatrixArray(ID3DXConstantTable*
{
ID3DXConstantTableImpl *This = impl_from_ID3DXConstantTable(iface);
- FIXME("(%p)->(%p, %p, %p, %d): stub\n", This, device, constant, matrix, count);
+ D3DXCONSTANT_DESC desc;
+ HRESULT hr;
+ UINT i, desc_count = 1;
+ float farray[16];
- return E_NOTIMPL;
+ hr = ID3DXConstantTable_GetConstantDesc(iface, constant, &desc, &desc_count);
+ if (FAILED(hr))
+ {
+ TRACE("ID3DXConstantTable_GetConstantDesc failed: %08x", hr);
+ return D3DERR_INVALIDCALL;
+ }
+
+ switch (desc.RegisterSet)
+ {
+ case D3DXRS_FLOAT4:
+ /* i * 4 + 3 is the last register we set. The conditional makes sure that we don't access
+ * registers we're not supposed to */
+ for (i = 0; i < count && i * 4 + 3 < desc.RegisterCount; i++)
+ {
+ if (desc.Class == D3DXPC_MATRIX_ROWS) {
+ if (is_vertex_shader(This->desc.Version))
+ IDirect3DDevice9_SetVertexShaderConstantF(device, desc.RegisterIndex + i * 4, &matrix[i]._11, 4);
+ else
+ IDirect3DDevice9_SetPixelShaderConstantF(device, desc.RegisterIndex + i * 4, &matrix[i]._11, 4);
+ } else {
+ farray[0] = matrix[i]._11;
+ farray[1] = matrix[i]._21;
+ farray[2] = matrix[i]._31;
+ farray[3] = matrix[i]._41;
+
+ farray[4] = matrix[i]._12;
+ farray[5] = matrix[i]._22;
+ farray[6] = matrix[i]._32;
+ farray[7] = matrix[i]._42;
+
+ farray[8] = matrix[i]._13;
+ farray[9] = matrix[i]._23;
+ farray[10] = matrix[i]._33;
+ farray[11] = matrix[i]._43;
+
+ farray[12] = matrix[i]._14;
+ farray[13] = matrix[i]._24;
+ farray[14] = matrix[i]._34;
+ farray[15] = matrix[i]._44;
+
+ if (is_vertex_shader(This->desc.Version))
+ IDirect3DDevice9_SetVertexShaderConstantF(device, desc.RegisterIndex + i * 4, farray, 4);
+ else
+ IDirect3DDevice9_SetPixelShaderConstantF(device, desc.RegisterIndex + i * 4, farray, 4);
+ }
+ }
+ break;
+ default:
+ FIXME("Handle other register sets\n");
+ return E_NOTIMPL;
+ }
+
+ return D3D_OK;
}
static HRESULT WINAPI ID3DXConstantTableImpl_SetMatrixPointerArray(ID3DXConstantTable* iface, LPDIRECT3DDEVICE9 device,
--
1.7.0.4
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