On Sat, Dec 7, 2019 at 7:23 PM Connor McAdams <conmanx360(a)gmail.com> wrote:
Implement SetFloat/SetFloatArray, SetInt/SetIntArray, and SetBool/SetBoolArray methods for the scalar effect variable interface.
Signed-off-by: Connor McAdams <conmanx360(a)gmail.com> --- dlls/d3d10/effect.c | 83 ++++++++++++++++++++++++++++++++++++++------- 1 file changed, 71 insertions(+), 12 deletions(-)
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c index f0932409b1..4ecc0753de 100644 --- a/dlls/d3d10/effect.c +++ b/dlls/d3d10/effect.c @@ -4212,6 +4212,43 @@ static const struct ID3D10EffectConstantBufferVtbl d3d10_effect_constant_buffer_ d3d10_effect_constant_buffer_GetTextureBuffer, };
+static inline void write_variable_to_cbuffer(struct d3d10_effect_variable *variable, void *data)
I'm not too happy about the name of this function but I'm not sure about a better alternative. Maybe just _buffer (no c)? Also I'd drop the inline.
+{ + memcpy(variable->buffer->u.buffer.local_buffer + variable->buffer_offset, data, variable->type->size_packed); + + variable->buffer->u.buffer.changed = 1; +} + +static void write_variable_array_to_cbuffer(struct d3d10_effect_variable *variable, void *data, UINT count) +{ + char *cbuf = variable->buffer->u.buffer.local_buffer + variable->buffer_offset; + char *cur_element = data; + DWORD element_size; + UINT i;
No reason to use UINT or DWORD here and in the function arguments.
+ + /* + * If for some reason we try to use an array write on a variable that + * isn't an array, just default back to the normal variable write. + */ + if (!variable->type->element_count) + { + write_variable_to_cbuffer(variable, data); + return; + }
I don't think this comment should be there, there isn't anything special about using array methods to write to non-array variables.
+ element_size = variable->type->elementtype->size_packed; + + for (i = 0; i < count; i++) + { + memcpy(cbuf, cur_element, element_size); + + cur_element += element_size; + cbuf += variable->type->stride; + } + + variable->buffer->u.buffer.changed = 1; +} + /* ID3D10EffectVariable methods */
static BOOL STDMETHODCALLTYPE d3d10_effect_scalar_variable_IsValid(ID3D10EffectScalarVariable *iface) @@ -4370,9 +4407,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_GetRawValue(ID3D10 static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_SetFloat(ID3D10EffectScalarVariable *iface, float value) { - FIXME("iface %p, value %.8e stub!\n", iface, value); + struct d3d10_effect_variable *effect_var = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface);
There are already a few instances of this (i.e. upcasting to ID3D10EffectVariable) and I'm not sure that the alternative is necessarily better, but another option would be to introduce separate impl_from_ID3D10Effect*Variable() for each variable type.
- return E_NOTIMPL; + TRACE("iface %p, value %.8e.\n", iface, value); + write_variable_to_cbuffer(effect_var, &value); + + return S_OK; }
static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_GetFloat(ID3D10EffectScalarVariable *iface, @@ -4383,12 +4423,19 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_scalar_variable_GetFloat(ID3D10Eff return E_NOTIMPL; }
+/* + * According to MSDN, array writing functions for Scalar/Vector effect + * variables have offset go unused. + */
We want a test for that specifically (and for all of those additions in general).