[PATCH 1/4] d3dx9_36: Implemented ID3DXConstantTableImpl_SetFloatArray and ID3DXConstantTableImpl_SetFloat

Travis Athougies iammisc at gmail.com
Mon Jan 10 13:26:35 CST 2011


Tests to follow

---
 dlls/d3dx9_36/shader.c |   43 ++++++++++++++++++++++++++++++++++++-------
 1 files changed, 36 insertions(+), 7 deletions(-)

diff --git a/dlls/d3dx9_36/shader.c b/dlls/d3dx9_36/shader.c
index 41feecf..5e91c73 100644
--- a/dlls/d3dx9_36/shader.c
+++ b/dlls/d3dx9_36/shader.c
@@ -630,6 +630,11 @@ static inline ID3DXConstantTableImpl *impl_from_ID3DXConstantTable(ID3DXConstant
     return CONTAINING_RECORD(iface, ID3DXConstantTableImpl, ID3DXConstantTable_iface);
 }
 
+static inline int is_vertex_shader(DWORD version)
+{
+    return (version & 0xFFFF0000) == 0xFFFE0000;
+}
+
 /*** IUnknown methods ***/
 static HRESULT WINAPI ID3DXConstantTableImpl_QueryInterface(ID3DXConstantTable* iface, REFIID riid, void** ppvObject)
 {
@@ -862,11 +867,7 @@ static HRESULT WINAPI ID3DXConstantTableImpl_SetIntArray(ID3DXConstantTable* ifa
 static HRESULT WINAPI ID3DXConstantTableImpl_SetFloat(ID3DXConstantTable* iface, LPDIRECT3DDEVICE9 device,
                                                       D3DXHANDLE constant, FLOAT f)
 {
-    ID3DXConstantTableImpl *This = impl_from_ID3DXConstantTable(iface);
-
-    FIXME("(%p)->(%p, %p, %f): stub\n", This, device, constant, f);
-
-    return E_NOTIMPL;
+    return ID3DXConstantTable_SetFloatArray(iface, device, constant, &f, 1);
 }
 
 static HRESULT WINAPI ID3DXConstantTableImpl_SetFloatArray(ID3DXConstantTable* iface, LPDIRECT3DDEVICE9 device,
@@ -874,10 +875,37 @@ static HRESULT WINAPI ID3DXConstantTableImpl_SetFloatArray(ID3DXConstantTable* i
 {
     ID3DXConstantTableImpl *This = impl_from_ID3DXConstantTable(iface);
 
-    FIXME("(%p)->(%p, %p, %p, %d): stub\n", This, device, constant, f, count);
+    D3DXCONSTANT_DESC desc;
+    HRESULT hr;
+    UINT i, desc_count = 1;
+    float row[4] = {0.0f, 0.0f, 0.0f, 0.0f};
 
-    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:
+        for (i = 0; i < count; i++)
+        {
+            /* We need the for loop since each IDirect3DDevice9_Set*ShaderConstantF expects a float4 */
+            row[0] = f[i];
+            if (is_vertex_shader(This->desc.Version))
+                IDirect3DDevice9_SetVertexShaderConstantF(device, desc.RegisterIndex + i, row, 1);
+            else
+                IDirect3DDevice9_SetPixelShaderConstantF(device, desc.RegisterIndex + i, row, 1);
+        }
+        break;
+    default:
+        FIXME("Can't handle RegisterSets other than D3DXRS_FlOAT4\n");
+        return E_NOTIMPL;
+    }
+
+    return D3D_OK;
 }
 
 static HRESULT WINAPI ID3DXConstantTableImpl_SetVector(ID3DXConstantTable* iface, LPDIRECT3DDEVICE9 device,
-- 
1.7.0.4




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