On Sat, Mar 21, 2020 at 7:30 PM Connor McAdams <conmanx360(a)gmail.com> wrote:
Signed-off-by: Connor McAdams <conmanx360(a)gmail.com> --- dlls/d3d10/effect.c | 105 ++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 105 insertions(+)
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c index 580b6079cf..f86ec5ce9f 100644 --- a/dlls/d3d10/effect.c +++ b/dlls/d3d10/effect.c @@ -3617,9 +3617,107 @@ static struct ID3D10EffectVariable * STDMETHODCALLTYPE d3d10_effect_pass_GetAnno return &null_variable.ID3D10EffectVariable_iface; }
+static void update_buffer(ID3D10Device *device, struct d3d10_effect_variable *v) +{ + struct d3d10_effect_buffer_variable *b = &v->u.buffer; + + if (!b->changed) + return; + + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)b->buffer, 0, NULL, + (const void *)b->local_buffer, v->data_size, 0);
The (const void *) cast is unnecessary.
+ + b->changed = FALSE; +} + +static void apply_shader_resources(ID3D10Device *device, struct ID3D10EffectShaderVariable *variable) +{ + struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)variable);
I think we should introduce a impl_from_ID3D10EffectShaderVariable(), like we recently did for ID3D10EffectScalarVariable and such. Probably as a separate patch, replacing the existing cases at the same time.
+ struct d3d10_effect_shader_variable *sv = &v->u.shader; + struct d3d10_effect_shader_resource *sr; + ID3D10ShaderResourceView *const *srv;
I see no reason for the const there, it's not really protecting much.
+ struct d3d10_effect_variable *rsrc_v; + + unsigned int i;
Blank line?
+ + for (i = 0; i < sv->resource_count; ++i) + { + sr = &sv->shader_resource[i]; + rsrc_v = sr->resource_variable; + + switch (sr->in_type) + { + case D3D10_SIT_CBUFFER: + update_buffer(device, rsrc_v); + switch (v->type->basetype) + { + case D3D10_SVT_VERTEXSHADER: + ID3D10Device_VSSetConstantBuffers(device, sr->bind_point, sr->bind_count, + (ID3D10Buffer *const *)&rsrc_v->u.buffer.buffer);
Those casts are unnecessary AFAICS.
+ break; + case D3D10_SVT_PIXELSHADER: + ID3D10Device_PSSetConstantBuffers(device, sr->bind_point, sr->bind_count, + (ID3D10Buffer *const *)&rsrc_v->u.buffer.buffer); + break; + case D3D10_SVT_GEOMETRYSHADER: + ID3D10Device_GSSetConstantBuffers(device, sr->bind_point, sr->bind_count, + (ID3D10Buffer *const *)&rsrc_v->u.buffer.buffer); + break; + default: + break;
It might be worthwhile to add a WARN() or something for the default case.
@@ -3627,6 +3725,13 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface
if (flags) FIXME("Ignoring flags (%#x)\n", flags);
+ if (This->vs.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface) + apply_shader_resources(device, This->vs.pShaderVariable);
These casts also look ugly but, as I understand it, they're caused by the idiotic d3d10 effect variable object model and are basically unavoidable :/ While touching the function, though, you could rename "This" to "pass".