On Sat, Dec 7, 2019 at 7:23 PM Connor McAdams conmanx360@gmail.com wrote:
Implement SetFloat/SetFloatArray, SetInt/SetIntArray, and SetBool/SetBoolArray methods for the scalar effect variable interface.
Signed-off-by: Connor McAdams conmanx360@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).