[PATCH] d3dx9: implement effect state management.
Paul Gofman
gofmanp at gmail.com
Mon Feb 29 12:08:48 CST 2016
Preshaders (and FXLC-type constants requiring preshaders) are TODOs (on the way).
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
dlls/d3dx9_36/effect.c | 375 +++++++++++++++++++++++++++++++++++++++++--
dlls/d3dx9_36/tests/effect.c | 241 +++++++++++++++++++++++++++
2 files changed, 606 insertions(+), 10 deletions(-)
diff --git a/dlls/d3dx9_36/effect.c b/dlls/d3dx9_36/effect.c
index f0bbd0b..33e063a 100644
--- a/dlls/d3dx9_36/effect.c
+++ b/dlls/d3dx9_36/effect.c
@@ -162,6 +162,8 @@ struct d3dx_technique
struct d3dx_parameter *annotations;
struct d3dx_pass *passes;
+
+ struct IDirect3DStateBlock9 *saved_state;
};
struct param_table
@@ -642,6 +644,12 @@ static void free_technique(struct d3dx_technique *technique)
if (!technique)
return;
+ if (technique->saved_state)
+ {
+ IDirect3DStateBlock9_Release(technique->saved_state);
+ technique->saved_state = NULL;
+ }
+
if (technique->annotations)
{
for (i = 0; i < technique->annotation_count; ++i)
@@ -2490,6 +2498,332 @@ static HRESULT d3dx9_base_effect_set_array_range(struct d3dx9_base_effect *base,
return E_NOTIMPL;
}
+static HRESULT d3dx9_get_param_value_ptr(struct ID3DXEffectImpl *This, struct d3dx_pass *pass, struct d3dx_state *state, void **param_value, struct d3dx_parameter **out_param)
+{
+ struct d3dx_parameter *param;
+ param = state->parameter.referenced_param ? state->parameter.referenced_param : &state->parameter;
+
+ switch(state->type)
+ {
+ case ST_CONSTANT:
+ case ST_PARAMETER:
+ *param_value = param->data;
+ *out_param = param;
+ return D3D_OK;
+ case ST_ARRAY_SELECTOR:
+ FIXME("array selector\n");
+ break;
+ case ST_FXLC:
+ FIXME("FXLC not supported yet\n");
+ break;
+ }
+ *param_value = NULL;
+ *out_param = NULL;
+ return E_NOTIMPL;
+}
+
+void d3dx9_set_light_parameter(enum LIGHT_TYPE op, D3DLIGHT9 *light, void *value)
+{
+ static struct
+ {
+ int off;
+ const char *name;
+ } light_tbl[] =
+ {
+ {offsetof(D3DLIGHT9, Type), "LC_TYPE"},
+ {offsetof(D3DLIGHT9, Diffuse), "LT_DIFFUSE"},
+ {offsetof(D3DLIGHT9, Specular), "LT_SPECULAR"},
+ {offsetof(D3DLIGHT9, Ambient), "LT_AMBIENT"},
+ {offsetof(D3DLIGHT9, Position), "LT_POSITION"},
+ {offsetof(D3DLIGHT9, Direction), "LT_DIRECTION"},
+ {offsetof(D3DLIGHT9, Range), "LT_RANGE"},
+ {offsetof(D3DLIGHT9, Falloff), "LT_FALLOFF"},
+ {offsetof(D3DLIGHT9, Attenuation0), "LT_ATTENUATION0"},
+ {offsetof(D3DLIGHT9, Attenuation1), "LT_ATTENUATION1"},
+ {offsetof(D3DLIGHT9, Attenuation2), "LT_ATTENUATION2"},
+ {offsetof(D3DLIGHT9, Theta), "LT_THETA"},
+ {offsetof(D3DLIGHT9, Phi), "LT_PHI"}
+ };
+ switch(op)
+ {
+ case LT_TYPE:
+ TRACE("LT_TYPE %d\n", *(D3DLIGHTTYPE*)value);
+ light->Type = *(D3DLIGHTTYPE*)value;
+ break;
+ case LT_DIFFUSE:
+ case LT_SPECULAR:
+ case LT_AMBIENT:
+ {
+ D3DCOLORVALUE c = *(D3DCOLORVALUE*)value;
+
+ TRACE("%s (%f %f %f %f)\n", light_tbl[op].name, c.r, c.g, c.b, c.a);
+ *(D3DCOLORVALUE*)((char*)light + light_tbl[op].off) = c;
+ break;
+ }
+ case LT_POSITION:
+ case LT_DIRECTION:
+ {
+ D3DVECTOR v = *(D3DVECTOR*)value;
+
+ TRACE("%s (%f %f %f)\n", light_tbl[op].name, v.x, v.y, v.z);
+ *(D3DVECTOR*)((char*)light + light_tbl[op].off) = v;
+ break;
+ }
+ case LT_RANGE:
+ case LT_FALLOFF:
+ case LT_ATTENUATION0:
+ case LT_ATTENUATION1:
+ case LT_ATTENUATION2:
+ case LT_THETA:
+ case LT_PHI:
+ {
+ float v = *(float*)value;
+ TRACE("%s %f\n", light_tbl[op].name, v);
+ *(float*)((char*)light + light_tbl[op].off) = v;
+ break;
+ }
+ default:
+ FIXME("unknown light parameter %d\n",op);
+ break;
+ }
+}
+
+void d3dx9_set_material_parameter(enum MATERIAL_TYPE op, D3DMATERIAL9 *material, void *value)
+{
+ static struct
+ {
+ int off;
+ const char *name;
+ } material_tbl[] =
+ {
+ {offsetof(D3DMATERIAL9, Diffuse), "MT_DIFFUSE"},
+ {offsetof(D3DMATERIAL9, Ambient), "MT_AMBIENT"},
+ {offsetof(D3DMATERIAL9, Specular), "MT_SPECULAR"},
+ {offsetof(D3DMATERIAL9, Emissive), "MT_EMISSIVE"},
+ {offsetof(D3DMATERIAL9, Power), "MT_POWER"}
+ };
+
+ if (op < 0 || op > MT_POWER)
+ {
+ FIXME("unknown material parameter %d\n",op);
+ return ;
+ }
+
+ switch(op)
+ {
+ case MT_POWER:
+ {
+ float v = *(float*)value;
+
+ TRACE("%s %f\n", material_tbl[op].name, v);
+ material->Power = v;
+ break;
+ }
+ default:
+ {
+ D3DCOLORVALUE c = *(D3DCOLORVALUE*)value;
+
+ TRACE("%s (%f %f %f %f)\n", material_tbl[op].name, c.r, c.g, c.b, c.a);
+ *(D3DCOLORVALUE*)((char*)material + material_tbl[op].off) = c;
+ break;
+ }
+ }
+}
+
+HRESULT d3dx_set_shader_const_state(IDirect3DDevice9 *device, enum SHADER_CONSTANT_TYPE op, int index, struct d3dx_parameter *param, void *value_ptr)
+{
+ static struct {
+ D3DXPARAMETER_TYPE type;
+ int elem_size;
+ const char *name;
+ } const_tbl[] =
+ {
+ {D3DXPT_FLOAT, sizeof(float)*4, "SCT_VSFLOAT"},
+ {D3DXPT_BOOL, sizeof(BOOL), "SCT_VSBOOL"},
+ {D3DXPT_INT, sizeof(int)*4, "SCT_VSINT"},
+ {D3DXPT_FLOAT, sizeof(float)*4, "SCT_PSFLOAT"},
+ {D3DXPT_BOOL, sizeof(BOOL), "SCT_PSBOOL"},
+ {D3DXPT_INT, sizeof(int)*4, "SCT_PSINT"},
+ };
+ int nelem;
+
+ if (op < 0 || op > SCT_PSINT)
+ {
+ FIXME("unknown op %d\n", op);
+ return D3DERR_INVALIDCALL;
+ }
+ nelem = param->bytes / const_tbl[op].elem_size;
+ TRACE("setting %s index %d, %d elements\n", const_tbl[op].name, index, nelem);
+ if (param->type != const_tbl[op].type)
+ {
+ FIXME("unexpected param type: %d\n", param->type);
+ return D3DERR_INVALIDCALL;
+ }
+ if (param->bytes % const_tbl[op].elem_size != 0)
+ {
+ FIXME("unexpected param size: %d (rows=%d, cols=%d)\n", param->bytes, param->rows, param->columns);
+ return D3DERR_INVALIDCALL;
+ }
+
+ switch(op)
+ {
+ case SCT_VSFLOAT:
+ return IDirect3DDevice9_SetVertexShaderConstantF(device, index, (const float*)value_ptr,nelem);
+ case SCT_VSBOOL:
+ return IDirect3DDevice9_SetVertexShaderConstantB(device, index, (const BOOL*)value_ptr,nelem);
+ case SCT_VSINT:
+ return IDirect3DDevice9_SetVertexShaderConstantI(device, index, (const int*)value_ptr,nelem);
+ case SCT_PSFLOAT:
+ return IDirect3DDevice9_SetPixelShaderConstantF(device, index, (const float*)value_ptr,nelem);
+ case SCT_PSBOOL:
+ return IDirect3DDevice9_SetPixelShaderConstantB(device, index, (const BOOL*)value_ptr,nelem);
+ case SCT_PSINT:
+ return IDirect3DDevice9_SetPixelShaderConstantI(device, index, (const int*)value_ptr,nelem);
+ }
+ return D3D_OK;
+}
+
+static HRESULT d3dx9_apply_state(struct ID3DXEffectImpl *This, struct d3dx_pass *pass, struct d3dx_state *state, int parent_index)
+{
+ IDirect3DDevice9 *device = This->device;
+ struct d3dx_parameter *param;
+ void *param_value;
+ HRESULT hr;
+
+ TRACE("operation=%d index=%d type=%u\n", state->operation, state->index, state->type);
+ hr = d3dx9_get_param_value_ptr(This, pass, state, ¶m_value, ¶m);
+ if (FAILED(hr))
+ return hr;
+
+ switch(state_table[state->operation].class)
+ {
+ case SC_RENDERSTATE:
+ TRACE("%s: operation %d value %u\n", state_table[state->operation].name, state_table[state->operation].op, *(DWORD*)param_value);
+ return IDirect3DDevice9_SetRenderState(device, state_table[state->operation].op, *(DWORD*)param_value);
+ case SC_FVF:
+ TRACE("%s: value %#x\n", state_table[state->operation].name, *(DWORD*)param_value);
+ return IDirect3DDevice9_SetFVF(device, *(DWORD*)param_value);
+ case SC_TEXTURE:
+ {
+ int sampler;
+
+ sampler = parent_index == -1 ? state->index : parent_index;
+ TRACE("%s: sampler %d value %p\n", state_table[state->operation].name, sampler, *(IDirect3DBaseTexture9 **)param_value);
+ return IDirect3DDevice9_SetTexture(device, sampler, *(IDirect3DBaseTexture9 **)param_value);
+ }
+ case SC_TEXTURESTAGE:
+ TRACE("%s: stage %d value %u\n", state_table[state->operation].name, state->index, *(DWORD*)param_value);
+ return IDirect3DDevice9_SetTextureStageState(device, state->index, state_table[state->operation].op, *(DWORD*)param_value);
+ case SC_SETSAMPLER:
+ {
+ struct d3dx_sampler *sampler;
+ HRESULT ret, hr;
+ int i;
+
+ sampler = (struct d3dx_sampler *)param_value;
+ TRACE("%s: sampler %d applying %d states\n", state_table[state->operation].name, state->index, sampler->state_count);
+ ret = D3D_OK;
+ for (i = 0; i < sampler->state_count; i++)
+ {
+ hr = d3dx9_apply_state(This, pass, &sampler->states[i], state->index);
+ if (FAILED(hr))
+ ret = hr;
+ }
+ return ret;
+ }
+ case SC_SAMPLERSTATE:
+ {
+ int sampler;
+
+ sampler = parent_index == -1 ? state->index : parent_index;
+ TRACE("%s sampler %d:%u\n", state_table[state->operation].name, sampler, *(DWORD*)param_value);
+ return IDirect3DDevice9_SetSamplerState(device, sampler, state_table[state->operation].op, *(DWORD*)param_value);
+ }
+ case SC_VERTEXSHADER:
+ TRACE("%s vertex shader %p\n", state_table[state->operation].name, *(IDirect3DVertexShader9 **)param_value);
+ hr = IDirect3DDevice9_SetVertexShader(device, *(IDirect3DVertexShader9 **)param_value);
+ if (FAILED(hr))
+ ERR("could not set vertex shader\n");
+ FIXME("not executing preshader and not setting constants\n");
+ return hr;
+ case SC_PIXELSHADER:
+ TRACE("%s pixel shader %p\n", state_table[state->operation].name, *(IDirect3DPixelShader9 **)param_value);
+ hr = IDirect3DDevice9_SetPixelShader(device, *(IDirect3DPixelShader9 **)param_value);
+ if (FAILED(hr))
+ ERR("could not set pixel shader\n");
+ FIXME("not executing preshader and not setting constants\n");
+ return hr;
+ case SC_TRANSFORM:
+ TRACE("%s %d\n", state_table[state->operation].name, state->index);
+ return IDirect3DDevice9_SetTransform(device, state_table[state->operation].op + state->index, (D3DMATRIX*)param_value);
+ case SC_LIGHTENABLE:
+ TRACE("%s index %d %d\n", state_table[state->operation].name, state->index, *(BOOL*)param_value);
+ return IDirect3DDevice9_LightEnable(device, state->index, *(BOOL*)param_value);
+ case SC_LIGHT:
+ {
+ D3DLIGHT9 light;
+
+ TRACE("%s op %d index %d\n", state_table[state->operation].name, state_table[state->operation].op, state->index);
+ hr = IDirect3DDevice9_GetLight(device, state->index, &light);
+ if (FAILED(hr))
+ {
+ WARN("could not get light: %#x\n", hr);
+ memset(&light, 0, sizeof light);
+ }
+ d3dx9_set_light_parameter(state_table[state->operation].op, &light, param_value);
+ return IDirect3DDevice9_SetLight(device, state->index, &light);
+ }
+ case SC_MATERIAL:
+ {
+ D3DMATERIAL9 material;
+
+ TRACE("%s op %d index %d\n", state_table[state->operation].name, state_table[state->operation].op, state->index);
+ hr = IDirect3DDevice9_GetMaterial(device, &material);
+ if (FAILED(hr))
+ {
+ WARN("could not get material: %#x\n", hr);
+ memset(&material, 0, sizeof material);
+ }
+ d3dx9_set_material_parameter(state_table[state->operation].op, &material, param_value);
+ return IDirect3DDevice9_SetMaterial(device, &material);
+ }
+ case SC_NPATCHMODE:
+ TRACE("%s %f\n", state_table[state->operation].name, *(float*)param_value);
+ return IDirect3DDevice9_SetNPatchMode(device, *(float*)param_value);
+ break;
+ case SC_SHADERCONST:
+ TRACE("%s op %d index %d\n", state_table[state->operation].name, state_table[state->operation].op, state->index);
+ return d3dx_set_shader_const_state(device, state_table[state->operation].op, state->index, param, param_value);
+ break;
+ default:
+ FIXME("%s not handled\n", state_table[state->operation].name);
+ break;
+ }
+ return D3D_OK;
+}
+
+static HRESULT d3dx9_apply_pass_states(struct ID3DXEffectImpl *This, struct d3dx_pass *pass)
+{
+ int istate;
+ HRESULT ret;
+
+ TRACE("This %p, pass %p, state_count=%d\n", This, pass, pass->state_count);
+
+ ret = D3D_OK;
+ for (istate = 0; istate < pass->state_count; istate++)
+ {
+ HRESULT hr;
+
+ hr = d3dx9_apply_state(This, pass, &pass->states[istate], -1);
+ if (FAILED(hr))
+ {
+ WARN("error applying state: %#x\n", hr);
+ ret = hr;
+ }
+ }
+ return ret;
+}
+
static inline struct ID3DXEffectImpl *impl_from_ID3DXEffect(ID3DXEffect *iface)
{
return CONTAINING_RECORD(iface, struct ID3DXEffectImpl, ID3DXEffect_iface);
@@ -3158,7 +3492,23 @@ static HRESULT WINAPI ID3DXEffectImpl_Begin(ID3DXEffect *iface, UINT *passes, DW
}
else
{
- FIXME("State capturing not supported, yet!\n");
+ HRESULT hr;
+ int i;
+
+ if (!technique->saved_state)
+ {
+ hr = IDirect3DDevice9_BeginStateBlock(This->device);
+ if (FAILED(hr))
+ ERR("BeginStateBlock failed: %#x\n",hr);
+ for (i = 0; i < technique->pass_count; i++)
+ d3dx9_apply_pass_states(This, &technique->passes[i]);
+ hr = IDirect3DDevice9_EndStateBlock(This->device, &technique->saved_state);
+ if (FAILED(hr))
+ ERR("EndStateBlock failed: %#x\n",hr);
+ }
+ hr = IDirect3DStateBlock9_Capture(technique->saved_state);
+ if (FAILED(hr))
+ ERR("StateBlock Capture failed: %#x\n",hr);
}
*passes = technique->pass_count;
@@ -3183,10 +3533,7 @@ static HRESULT WINAPI ID3DXEffectImpl_BeginPass(ID3DXEffect *iface, UINT pass)
if (technique && pass < technique->pass_count && !This->active_pass)
{
This->active_pass = &technique->passes[pass];
-
- FIXME("No states applied, yet!\n");
-
- return D3D_OK;
+ return d3dx9_apply_pass_states(This, This->active_pass);
}
WARN("Invalid argument supplied.\n");
@@ -3198,15 +3545,13 @@ static HRESULT WINAPI ID3DXEffectImpl_CommitChanges(ID3DXEffect* iface)
{
struct ID3DXEffectImpl *This = impl_from_ID3DXEffect(iface);
- FIXME("(%p)->(): stub\n", This);
-
if (!This->active_pass)
{
WARN("Called without an active pass.\n");
return D3D_OK;
}
-
- return E_NOTIMPL;
+ /* TODO: apply only changed states */
+ return d3dx9_apply_pass_states(This, This->active_pass);
}
static HRESULT WINAPI ID3DXEffectImpl_EndPass(ID3DXEffect *iface)
@@ -3229,6 +3574,7 @@ static HRESULT WINAPI ID3DXEffectImpl_EndPass(ID3DXEffect *iface)
static HRESULT WINAPI ID3DXEffectImpl_End(ID3DXEffect *iface)
{
struct ID3DXEffectImpl *This = impl_from_ID3DXEffect(iface);
+ struct d3dx_technique *technique = This->active_technique;
TRACE("iface %p.\n", iface);
@@ -3241,7 +3587,16 @@ static HRESULT WINAPI ID3DXEffectImpl_End(ID3DXEffect *iface)
}
else
{
- FIXME("State restoring not supported, yet!\n");
+ HRESULT hr;
+
+ if (technique && technique->saved_state)
+ {
+ hr = IDirect3DStateBlock9_Apply(technique->saved_state);
+ if (FAILED(hr))
+ ERR("stateblock apply failed: %#x\n",hr);
+ }
+ else
+ ERR("no saved state");
}
This->started = FALSE;
diff --git a/dlls/d3dx9_36/tests/effect.c b/dlls/d3dx9_36/tests/effect.c
index 482f064..a1b35b7 100644
--- a/dlls/d3dx9_36/tests/effect.c
+++ b/dlls/d3dx9_36/tests/effect.c
@@ -2692,6 +2692,246 @@ static void test_effect_compilation_errors(IDirect3DDevice9 *device)
effect->lpVtbl->Release(effect);
}
+/* fxc.exe /T fx_2_0
+vertexshader vs_arr1[2] =
+{
+ asm
+ {
+ vs_1_1
+ def c0, 1, 1, 1, 1
+ mov oPos, c0
+ },
+ asm
+ {
+ vs_2_0
+ def c0, 2, 2, 2, 2
+ mov oPos, c0
+ }
+};
+
+sampler sampler1 =
+sampler_state
+{
+ MipFilter = LINEAR;
+};
+
+float4x4 camera : VIEW = {4.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,6.0};
+technique tech0
+{
+ pass p0
+ {
+ vertexshader = vs_arr1[1];
+ VertexShaderConstant1[3] = {2,2,2,2};
+ BlendOp = 2;
+ AlphaOp[3] = 4;
+ ZEnable = true;
+ WorldTransform[1]={2.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,4.0};
+ ViewTransform=(camera);
+ LightEnable[2] = TRUE;
+ LightType[2] = POINT;
+ LightPosition[2] = {4.0f, 5.0f, 6.0f};
+ Sampler[1] = sampler1;
+ }
+}
+*/
+static const DWORD test_effect_states_effect_blob[] =
+{
+0xfeff0901, 0x000002e8, 0x00000000, 0x00000010, 0x00000004, 0x00000020, 0x00000000, 0x00000002,
+0x00000001, 0x00000002, 0x00000008, 0x615f7376, 0x00317272, 0x0000000a, 0x00000004, 0x00000074,
+0x00000000, 0x00000000, 0x00000002, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000,
+0x00000001, 0x00000001, 0x00000001, 0x000000ab, 0x00000100, 0x00000044, 0x00000040, 0x00000009,
+0x706d6173, 0x3172656c, 0x00000000, 0x00000003, 0x00000002, 0x000000e0, 0x000000ec, 0x00000000,
+0x00000004, 0x00000004, 0x40800000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+0x00000000, 0x40c00000, 0x00000007, 0x656d6163, 0x00006172, 0x00000005, 0x57454956, 0x00000000,
+0x00000003, 0x00000010, 0x00000004, 0x00000000, 0x00000000, 0x00000000, 0x40000000, 0x40000000,
+0x40000000, 0x40000000, 0x00000003, 0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000004,
+0x00000001, 0x00000002, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
+0x00000001, 0x00000004, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
+0x00000001, 0x00000001, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
+0x00000001, 0x40000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+0x40800000, 0x00000003, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000010, 0x00000001,
+0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+0x00000003, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000004, 0x00000004, 0x00000001,
+0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x00000001,
+0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x40800000,
+0x40a00000, 0x40c00000, 0x00000003, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000003,
+0x00000001, 0x00000000, 0x0000000a, 0x00000004, 0x00000000, 0x00000000, 0x00000000, 0x00000003,
+0x00003070, 0x00000006, 0x68636574, 0x00000030, 0x00000003, 0x00000001, 0x00000005, 0x00000004,
+0x00000004, 0x00000018, 0x00000000, 0x00000000, 0x0000002c, 0x00000060, 0x00000000, 0x00000000,
+0x00000084, 0x000000a0, 0x00000000, 0x00000000, 0x000002dc, 0x00000000, 0x00000001, 0x000002d4,
+0x00000000, 0x0000000b, 0x00000092, 0x00000000, 0x000000fc, 0x000000f8, 0x00000098, 0x00000003,
+0x00000120, 0x00000110, 0x0000004b, 0x00000000, 0x00000140, 0x0000013c, 0x0000006b, 0x00000003,
+0x00000160, 0x0000015c, 0x00000000, 0x00000000, 0x00000180, 0x0000017c, 0x0000007d, 0x00000001,
+0x000001dc, 0x0000019c, 0x0000007c, 0x00000000, 0x00000238, 0x000001f8, 0x00000091, 0x00000002,
+0x00000258, 0x00000254, 0x00000084, 0x00000002, 0x00000278, 0x00000274, 0x00000088, 0x00000002,
+0x000002a0, 0x00000294, 0x000000b2, 0x00000001, 0x000002c0, 0x000002bc, 0x00000002, 0x00000003,
+0x00000001, 0x0000002c, 0xfffe0101, 0x00000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000,
+0x3f800000, 0x00000001, 0xc00f0000, 0xa0e40000, 0x0000ffff, 0x00000002, 0x0000002c, 0xfffe0200,
+0x05000051, 0xa00f0000, 0x40000000, 0x40000000, 0x40000000, 0x40000000, 0x02000001, 0xc00f0000,
+0xa0e40000, 0x0000ffff, 0x00000000, 0x00000000, 0xffffffff, 0x0000000a, 0x00000001, 0x00000009,
+0x706d6173, 0x3172656c, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0x00000006, 0x00000000,
+0x0000016c, 0x46580200, 0x0030fffe, 0x42415443, 0x0000001c, 0x0000008b, 0x46580200, 0x00000001,
+0x0000001c, 0x20000100, 0x00000088, 0x00000030, 0x00000002, 0x00000004, 0x00000038, 0x00000048,
+0x656d6163, 0xab006172, 0x00030003, 0x00040004, 0x00000001, 0x00000000, 0x40800000, 0x00000000,
+0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x40c00000, 0x4d007874, 0x6f726369,
+0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072,
+0x392e3932, 0x332e3235, 0x00313131, 0x0002fffe, 0x54494c43, 0x00000000, 0x0024fffe, 0x434c5846,
+0x00000004, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000004,
+0x00000000, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x00000004, 0x00000000, 0x00000004,
+0x00000004, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x00000008, 0x00000000, 0x00000004,
+0x00000008, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x0000000c, 0x00000000, 0x00000004,
+0x0000000c, 0xf0f0f0f0, 0x0f0f0f0f, 0x0000ffff, 0x00000000, 0x00000000, 0xffffffff, 0x00000000,
+0x00000001, 0x0000000b, 0x615f7376, 0x5b317272, 0x00005d31,
+};
+
+static DWORD test_effect_states_vshader_buf[sizeof test_effect_states_effect_blob / sizeof (DWORD)];
+
+static void test_effect_states(IDirect3DDevice9 *device)
+{
+ D3DMATRIX test_mat =
+ {
+ {
+ -1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f
+ }
+ };
+ D3DMATRIX mat;
+ HRESULT hr;
+ ID3DXEffect *effect;
+ UINT cPasses;
+ DWORD value;
+ IDirect3DVertexShader9 *vshader;
+ UINT byte_code_size;
+ BOOL bval;
+ D3DLIGHT9 light;
+ float float_data[4];
+
+ hr = D3DXCreateEffect(device, test_effect_states_effect_blob, sizeof(test_effect_states_effect_blob),
+ NULL, NULL, 0, NULL, &effect, NULL);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+
+ /* 1. State affected in passes saved/restored even if no pass
+ was performed. States not present in passes are not saved &
+ restored
+ */
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_BLENDOP, 1);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, 1);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+
+ hr = effect->lpVtbl->Begin(effect, &cPasses, 0);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ ok(cPasses == 1, "Expected 1 pass, got %d\n", cPasses);
+
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_BLENDOP, 3);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, 2);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+
+ hr = effect->lpVtbl->End(effect);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+
+ hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ ok(value == 1, "Got result %d, expected %d\n", value, 1);
+ hr = IDirect3DDevice9_GetRenderState(device, D3DRS_ALPHAFUNC, &value);
+ ok(value == 2, "Got result %d, expected %d\n", value, 2);
+
+ /* 2. Test states application in BeginPass. No states are restored
+ on EndPass.
+ */
+ hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_MIPFILTER, 0);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, 0);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+
+ hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval);
+ ok(!bval,"Got result %d, expected 0", bval);
+
+ hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(1), &test_mat);
+ hr = effect->lpVtbl->Begin(effect, &cPasses, 0);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+
+ hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ ok(mat.m[0][0] == test_mat.m[0][0], "Unexpected value: %f\n", mat.m[0][0]);
+
+ hr = effect->lpVtbl->BeginPass(effect, 0);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+
+ hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ ok(mat.m[0][0] == 2.0f && mat.m[3][3] == 4.0f, "World matrix not applied (%f %f)\n", mat.m[0][0], mat.m[3][3]);
+
+ hr = IDirect3DDevice9_GetTransform(device, D3DTS_VIEW, &mat);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ todo_wine ok(mat.m[0][0] == 4.0f && mat.m[3][3] == 6.0f, "View matrix not applied (%f %f)\n", mat.m[0][0], mat.m[3][3]);
+
+ hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ ok(value == 2, "Got result %d, expected %d\n", value, 2);
+
+ hr = IDirect3DDevice9_GetVertexShader(device, &vshader);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ byte_code_size = sizeof test_effect_states_vshader_buf;
+ hr = IDirect3DVertexShader9_GetFunction(vshader, test_effect_states_vshader_buf,&byte_code_size);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ ok(byte_code_size > 1, "Got unexpected byte code size %d\n", byte_code_size);
+ ok(test_effect_states_vshader_buf[0] == 0xfffe0200, "Incorrect shader selected: %#x\n", test_effect_states_vshader_buf[0]);
+ IDirect3DVertexShader9_Release(vshader);
+
+ hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ ok(bval,"Got result %d, expected TRUE", bval);
+ hr = IDirect3DDevice9_GetLight(device, 2, &light);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ ok(light.Position.x == 4.0f && light.Position.y == 5.0f && light.Position.z == 6.0f,
+ "Got unexpected light position (%f, %f, %f)\n", light.Position.x, light.Position.y, light.Position.z);
+ hr = IDirect3DDevice9_GetVertexShaderConstantF(device, 3, float_data, 1);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ ok(float_data[0] == 2.0f && float_data[1] == 2.0f && float_data[2] == 2.0f && float_data[3] == 2.0f,
+ "Got unexpected vertex shader floats: (%f %f %f %f)\n",
+ float_data[0], float_data[1], float_data[2], float_data[3]);
+
+ hr = effect->lpVtbl->EndPass(effect);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ ok(value == 2, "Got result %d, expected %d\n", value, 2);
+
+ hr = IDirect3DDevice9_GetRenderState(device, D3DRS_ZENABLE, &value);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ ok(value,"Got result %d, expected TRUE\n", value);
+
+ hr = IDirect3DDevice9_GetSamplerState(device, 1, D3DSAMP_MIPFILTER, &value);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ ok(value == D3DTEXF_LINEAR, "Unexpected sampler 1 mipfilter %d\n", value);
+
+ hr = IDirect3DDevice9_GetTextureStageState(device, 3, D3DTSS_ALPHAOP, &value);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ ok(value == 4, "Unexpected texture stage 3 AlphaOp %d\n", value);
+
+ hr = effect->lpVtbl->End(effect);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+
+ hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat);
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
+ ok(mat.m[0][0] == test_mat.m[0][0] && mat.m[3][3] == test_mat.m[3][3],
+ "World matrix not restored (%f %f)\n", mat.m[0][0], mat.m[3][3]);
+
+ hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval);
+ ok(!bval,"Got result %d, expected 0", bval);
+
+ if (effect)
+ effect->lpVtbl->Release(effect);
+}
+
START_TEST(effect)
{
HWND wnd;
@@ -2730,6 +2970,7 @@ START_TEST(effect)
test_effect_parameter_value(device);
test_effect_variable_names(device);
test_effect_compilation_errors(device);
+ test_effect_states(device);
count = IDirect3DDevice9_Release(device);
ok(count == 0, "The device was not properly freed: refcount %u\n", count);
--
2.5.0
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