[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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