Signed-off-by: Nikolay Sivov nsivov@codeweavers.com --- dlls/d3d10/d3d10_private.h | 9 +++ dlls/d3d10/effect.c | 137 ++++++++++++++++++++++++++++++---- dlls/d3d10/tests/effect.c | 149 +++++++++++++++++++++++++++++++++++++ 3 files changed, 280 insertions(+), 15 deletions(-)
diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h index 75d00371ba6..7f83fb1182a 100644 --- a/dlls/d3d10/d3d10_private.h +++ b/dlls/d3d10/d3d10_private.h @@ -96,6 +96,13 @@ struct d3d10_effect_shader_variable unsigned int isinline : 1; };
+struct d3d10_effect_prop_dependencies +{ + struct d3d10_effect_prop_dependency *entries; + SIZE_T count; + SIZE_T capacity; +}; + struct d3d10_effect_sampler_desc { D3D10_SAMPLER_DESC desc; @@ -119,6 +126,7 @@ struct d3d10_effect_state_object_variable ID3D10SamplerState *sampler; IUnknown *object; } object; + struct d3d10_effect_prop_dependencies dependencies; };
struct d3d10_effect_resource_variable @@ -218,6 +226,7 @@ struct d3d10_effect_pass char *name; struct d3d10_effect_annotations annotations;
+ struct d3d10_effect_prop_dependencies dependencies; struct d3d10_effect_pass_shader_desc vs; struct d3d10_effect_pass_shader_desc ps; struct d3d10_effect_pass_shader_desc gs; diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c index 383d27998b9..78a3d0c386a 100644 --- a/dlls/d3d10/effect.c +++ b/dlls/d3d10/effect.c @@ -180,6 +180,27 @@ static enum d3d10_effect_container_type get_var_container_type(const struct d3d1 } }
+struct d3d10_effect_prop_dependency +{ + unsigned int id; + unsigned int idx; + unsigned int operation; + union + { + struct + { + struct d3d10_effect_variable *v; + unsigned int offset; + } var; + } u; +}; + +static void d3d10_effect_clear_prop_dependencies(struct d3d10_effect_prop_dependencies *d) +{ + heap_free(d->entries); + memset(d, 0, sizeof(*d)); +} + struct d3d10_effect_state_property_info { UINT id; @@ -490,6 +511,47 @@ static BOOL d3d10_effect_read_numeric_value(uint32_t value, D3D_SHADER_VARIABLE_ } }
+static void d3d10_effect_update_dependent_props(struct d3d10_effect_prop_dependencies *deps, + void *container) +{ + const struct d3d10_effect_state_property_info *property_info; + struct d3d10_effect_prop_dependency *d; + struct d3d10_effect_variable *v; + unsigned int i, j, count; + uint32_t value; + void *dst; + + for (i = 0; i < deps->count; ++i) + { + d = &deps->entries[i]; + + property_info = &property_infos[d->id]; + + dst = (char *)container + property_info->offset; + + switch (d->operation) + { + case D3D10_EOO_VAR: + case D3D10_EOO_CONST_INDEX: + + v = d->u.var.v; + + count = v->type->type_class == D3D10_SVC_VECTOR ? 4 : 1; + + for (j = 0; j < count; ++j) + { + d3d10_effect_variable_get_raw_value(v, &value, d->u.var.offset + j * sizeof(value), sizeof(value)); + d3d10_effect_read_numeric_value(value, v->type->basetype, property_info->type, dst, j); + } + + break; + + default: + FIXME("Unsupported property update for %u.\n", d->operation); + } + } +} + static BOOL d3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) { SIZE_T max_capacity, new_capacity; @@ -1794,12 +1856,24 @@ static BOOL is_object_property_type_matching(const struct d3d10_effect_state_pro } }
+static HRESULT d3d10_effect_add_prop_dependency(struct d3d10_effect_prop_dependencies *d, + const struct d3d10_effect_prop_dependency *dep) +{ + if (!d3d_array_reserve((void **)&d->entries, &d->capacity, d->count + 1, sizeof(*d->entries))) + return E_OUTOFMEMORY; + + d->entries[d->count++] = *dep; + + return S_OK; +} + static HRESULT parse_fx10_property_assignment(const char *data, size_t data_size, const char **ptr, enum d3d10_effect_container_type container_type, - struct d3d10_effect *effect, void *container) + struct d3d10_effect *effect, void *container, struct d3d10_effect_prop_dependencies *d) { uint32_t id, idx, variable_idx, operation, value_offset, sodecl_offset; const struct d3d10_effect_state_property_info *property_info; + struct d3d10_effect_prop_dependency dep; struct d3d10_effect_variable *variable; const char *data_ptr, *name; unsigned int *dst_index; @@ -1890,8 +1964,20 @@ static HRESULT parse_fx10_property_assignment(const char *data, size_t data_size } else { - FIXME("Assigning variables to numeric fields is not supported.\n"); - return E_FAIL; + if (property_info->size * sizeof(float) > variable->type->size_unpacked) + { + WARN("Mismatching variable size %u, property size %u.\n", + variable->type->size_unpacked, property_info->size); + return E_FAIL; + } + + dep.id = id; + dep.idx = idx; + dep.operation = operation; + dep.u.var.v = variable; + dep.u.var.offset = 0; + + return d3d10_effect_add_prop_dependency(d, &dep); }
break; @@ -1914,7 +2000,8 @@ static HRESULT parse_fx10_property_assignment(const char *data, size_t data_size return E_FAIL; }
- TRACE("Variable name %s[%u].\n", debugstr_a(name), variable_idx); + TRACE("Variable name %s[%s%u].\n", debugstr_a(name), is_object_property(property_info) ? + "" : "offset ", variable_idx);
if (!(variable = d3d10_effect_get_variable_by_name(effect, name))) { @@ -1922,15 +2009,14 @@ static HRESULT parse_fx10_property_assignment(const char *data, size_t data_size return E_FAIL; }
- /* Has to be an array */ - if (!variable->type->element_count || variable_idx >= variable->type->element_count) - { - WARN("Invalid array size %u.\n", variable->type->element_count); - return E_FAIL; - } - if (is_object_property(property_info)) { + if (!variable->type->element_count || variable_idx >= variable->type->element_count) + { + WARN("Invalid array size %u.\n", variable->type->element_count); + return E_FAIL; + } + if (!is_object_property_type_matching(property_info, variable)) { WARN("Object type mismatch. Variable type %#x, property type %#x.\n", @@ -1953,8 +2039,22 @@ static HRESULT parse_fx10_property_assignment(const char *data, size_t data_size } else { - FIXME("Assigning indexed variables to numeric fields is not supported.\n"); - return E_FAIL; + unsigned int offset = variable_idx * sizeof(float); + + if (offset >= variable->type->size_unpacked || + variable->type->size_unpacked - offset < property_info->size * sizeof(float)) + { + WARN("Invalid numeric variable data offset %u.\n", variable_idx); + return E_FAIL; + } + + dep.id = id; + dep.idx = idx; + dep.operation = operation; + dep.u.var.v = variable; + dep.u.var.offset = offset; + + return d3d10_effect_add_prop_dependency(d, &dep); }
break; @@ -2062,7 +2162,7 @@ static HRESULT parse_fx10_pass(const char *data, size_t data_size, for (i = 0; i < object_count; ++i) { if (FAILED(hr = parse_fx10_property_assignment(data, data_size, ptr, - D3D10_C_PASS, p->technique->effect, p))) + D3D10_C_PASS, p->technique->effect, p, &p->dependencies))) { WARN("Failed to parse pass assignment %u, hr %#x.\n", i, hr); return hr; @@ -2431,7 +2531,8 @@ static HRESULT parse_fx10_object_variable(const char *data, size_t data_size, for (j = 0; j < prop_count; ++j) { if (FAILED(hr = parse_fx10_property_assignment(data, data_size, ptr, - get_var_container_type(var), var->effect, &var->u.state.desc))) + get_var_container_type(var), var->effect, &var->u.state.desc, + &var->u.state.dependencies))) { ERR("Failed to read property list.\n"); return hr; @@ -3101,6 +3202,7 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v) case D3D10_SVT_SAMPLER: if (v->u.state.object.object) IUnknown_Release(v->u.state.object.object); + d3d10_effect_clear_prop_dependencies(&v->u.state.dependencies); break;
case D3D10_SVT_TEXTURE1D: @@ -3144,6 +3246,7 @@ static void d3d10_effect_pass_destroy(struct d3d10_effect_pass *p)
heap_free(p->name); d3d10_effect_annotations_destroy(&p->annotations); + d3d10_effect_clear_prop_dependencies(&p->dependencies); }
static void d3d10_effect_technique_destroy(struct d3d10_effect_technique *t) @@ -3858,6 +3961,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *ifa return E_INVALIDARG; }
+ d3d10_effect_update_dependent_props(&pass->dependencies, pass); + vs = d3d10_array_get_element(pass->vs.shader, pass->vs.index); input_signature = vs->u.shader.input_signature;
@@ -4143,6 +4248,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface
if (flags) FIXME("Ignoring flags (%#x)\n", flags);
+ d3d10_effect_update_dependent_props(&pass->dependencies, pass); + if (pass->vs.shader != &null_shader_variable) d3d10_effect_pass_set_shader(pass, &pass->vs); if (pass->gs.shader != &null_shader_variable) diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c index a7a712edfb4..da644d8d9db 100644 --- a/dlls/d3d10/tests/effect.c +++ b/dlls/d3d10/tests/effect.c @@ -7653,6 +7653,154 @@ static void test_effect_raw_value(void) ok(!refcount, "Device has %u references left.\n", refcount); }
+#if 0 +uint i1; +uint i1_a[2]; +float4 fv1 = {0.5f, 0.6f, 0.7f, 0.8f}; +float4 fv1_a[2] = { { 1.0f, 1.1f, 1.2f, 1.3f }, {0.1f, 0.2f, 0.3f, 0.4f} }; +int i2 = 0x123; +int i2_a[2] = { 0x1, 0x2 }; +float f1 = 0.3f; + +technique10 tech +{ + pass P0 + { + SetBlendState(NULL, fv1, i2); + SetDepthStencilState(NULL, i1); + } + pass P1 + { + SetBlendState(NULL, fv1_a[1], i2_a[1]); + SetDepthStencilState(NULL, i1_a[1]); + } +} +#endif +static DWORD fx_test_effect_dynamic_numeric_field[] = +{ + 0x43425844, 0xc53c7634, 0x9d90c190, 0x5a0b43ea, 0x77aab553, 0x00000001, 0x000003af, 0x00000001, + 0x00000024, 0x30315846, 0x00000383, 0xfeff1001, 0x00000001, 0x00000007, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000001, 0x00000197, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x6f6c4724, + 0x736c6162, 0x6e697500, 0x000d0074, 0x00010000, 0x00000000, 0x00040000, 0x00100000, 0x00040000, + 0x09190000, 0x31690000, 0x00000d00, 0x00000100, 0x00000200, 0x00001400, 0x00001000, 0x00000800, + 0x00091900, 0x5f316900, 0x6c660061, 0x3474616f, 0x00005200, 0x00000100, 0x00000000, 0x00001000, + 0x00001000, 0x00001000, 0x00210a00, 0x31766600, 0x00000000, 0x19999a3f, 0x3333333f, 0x4ccccd3f, + 0x0000523f, 0x00000100, 0x00000200, 0x00002000, 0x00001000, 0x00002000, 0x00210a00, 0x31766600, + 0x0000615f, 0xcd3f8000, 0x9a3f8ccc, 0x663f9999, 0xcd3fa666, 0xcd3dcccc, 0x9a3e4ccc, 0xcd3e9999, + 0x693ecccc, 0xcb00746e, 0x01000000, 0x00000000, 0x04000000, 0x10000000, 0x04000000, 0x11000000, + 0x69000009, 0x01230032, 0x00cb0000, 0x00010000, 0x00020000, 0x00140000, 0x00100000, 0x00080000, + 0x09110000, 0x32690000, 0x0100615f, 0x02000000, 0x66000000, 0x74616f6c, 0x00011b00, 0x00000100, + 0x00000000, 0x00000400, 0x00001000, 0x00000400, 0x00090900, 0x00316600, 0x3e99999a, 0x68636574, + 0x00305000, 0x00000001, 0x00000002, 0x00000000, 0x00000001, 0x00000002, 0x00000000, 0xa5003150, + 0x04000000, 0x0e000000, 0x04000001, 0x01000000, 0x02000000, 0x00000000, 0x4d000000, 0x04000000, + 0x01000000, 0x02000000, 0x00000000, 0x04000000, 0x90000000, 0x00000000, 0x07000000, 0xff000000, + 0x00ffffff, 0x2e000000, 0x12000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x4d000000, 0x31000000, 0x00000000, 0x10000000, 0x00000000, 0x00000000, 0x00000000, 0x75000000, + 0x59000000, 0x00000000, 0x30000000, 0x79000000, 0x00000000, 0x00000000, 0xa5000000, 0x89000000, + 0x00000000, 0x40000000, 0xab000000, 0x00000000, 0x00000000, 0xeb000000, 0xcf000000, 0x00000000, + 0x60000000, 0xee000000, 0x00000000, 0x00000000, 0x0e000000, 0xf2000001, 0x00000000, 0x70000000, + 0x13000000, 0x00000001, 0x00000000, 0x3d000000, 0x21000001, 0x00000001, 0x84000000, 0x40000000, + 0x00000001, 0x00000000, 0x44000000, 0x02000001, 0x00000000, 0x49000000, 0x05000001, 0x00000000, + 0x0a000000, 0x00000000, 0x02000000, 0x75000000, 0x0b000000, 0x00000000, 0x02000000, 0xeb000000, + 0x02000000, 0x00000000, 0x01000000, 0x4c000000, 0x09000001, 0x00000000, 0x02000000, 0x2e000000, + 0x01000000, 0x00000000, 0x01000000, 0x58000000, 0x64000001, 0x05000001, 0x00000000, 0x0a000000, + 0x00000000, 0x03000000, 0x67000000, 0x0b000001, 0x00000000, 0x03000000, 0x6f000000, 0x02000001, + 0x00000000, 0x01000000, 0x77000000, 0x09000001, 0x00000000, 0x03000000, 0x83000000, 0x01000001, + 0x00000000, 0x01000000, 0x8b000000, 0x00000001, +}; + +static void test_effect_dynamic_numeric_field(void) +{ + ID3D10EffectScalarVariable *scalar; + ID3D10DepthStencilState *ds_state; + ID3D10BlendState *blend_state; + UINT stencil_ref, sample_mask; + ID3D10EffectTechnique *tech; + D3D10_PASS_DESC pass_desc; + ID3D10EffectVariable *v; + ID3D10EffectPass *pass; + float blend_factor[4]; + ID3D10Effect *effect; + ID3D10Device *device; + ULONG refcount; + HRESULT hr; + + if (!(device = create_device())) + { + skip("Failed to create device, skipping tests.\n"); + return; + } + + hr = create_effect(fx_test_effect_dynamic_numeric_field, 0, device, NULL, &effect); + ok(SUCCEEDED(hr), "Failed to create an effect, hr %#x.\n", hr); + + tech = effect->lpVtbl->GetTechniqueByIndex(effect, 0); + ok(tech->lpVtbl->IsValid(tech), "Expected valid technique.\n"); + + /* Pass fields */ + pass = tech->lpVtbl->GetPassByName(tech, "P0"); + + ID3D10Device_OMSetDepthStencilState(device, NULL, 0x1); + memset(blend_factor, 0, sizeof(blend_factor)); + ID3D10Device_OMSetBlendState(device, NULL, blend_factor, 0); + hr = pass->lpVtbl->Apply(pass, 0); + ok(hr == S_OK, "Unexpected hr %#x.\n", hr); + ID3D10Device_OMGetDepthStencilState(device, &ds_state, &stencil_ref); + ok(!stencil_ref, "Unexpected stencil ref value %#x.\n", stencil_ref); + ID3D10Device_OMGetBlendState(device, &blend_state, blend_factor, &sample_mask); + ok(blend_factor[0] == 0.5f, "Got unexpected blend_factor[0] %.8e.\n", blend_factor[0]); + ok(blend_factor[1] == 0.6f, "Got unexpected blend_factor[1] %.8e.\n", blend_factor[1]); + ok(blend_factor[2] == 0.7f, "Got unexpected blend_factor[2] %.8e.\n", blend_factor[2]); + ok(blend_factor[3] == 0.8f, "Got unexpected blend_factor[3] %.8e.\n", blend_factor[3]); + ok(sample_mask == 0x123, "Unexpected sample mask %#x.\n", sample_mask); + + v = effect->lpVtbl->GetVariableByName(effect, "i1"); + scalar = v->lpVtbl->AsScalar(v); + hr = scalar->lpVtbl->SetInt(scalar, 2); + ok(hr == S_OK, "Unexpected hr %#x.\n", hr); + + hr = pass->lpVtbl->Apply(pass, 0); + ok(hr == S_OK, "Unexpected hr %#x.\n", hr); + ID3D10Device_OMGetDepthStencilState(device, &ds_state, &stencil_ref); + ok(stencil_ref == 0x2, "Unexpected stencil ref value %#x.\n", stencil_ref); + + hr = scalar->lpVtbl->SetInt(scalar, 3); + ok(hr == S_OK, "Unexpected hr %#x.\n", hr); + hr = pass->lpVtbl->GetDesc(pass, &pass_desc); + ok(hr == S_OK, "Unexpected hr %#x.\n", hr); + ok(pass_desc.StencilRef == 0x3, "Unexpected stencil ref value %#x.\n", stencil_ref); + ID3D10Device_OMGetDepthStencilState(device, &ds_state, &stencil_ref); + ok(stencil_ref == 0x2, "Unexpected stencil ref value %#x.\n", stencil_ref); + + pass = tech->lpVtbl->GetPassByName(tech, "P1"); + + v = effect->lpVtbl->GetVariableByName(effect, "i1_a"); + v = v->lpVtbl->GetElement(v, 1); + scalar = v->lpVtbl->AsScalar(v); + hr = scalar->lpVtbl->SetInt(scalar, 4); + ok(hr == S_OK, "Unexpected hr %#x.\n", hr); + + ID3D10Device_OMSetDepthStencilState(device, NULL, 0x1); + memset(blend_factor, 0, sizeof(blend_factor)); + ID3D10Device_OMSetBlendState(device, NULL, blend_factor, 0); + hr = pass->lpVtbl->Apply(pass, 0); + ok(hr == S_OK, "Unexpected hr %#x.\n", hr); + ID3D10Device_OMGetDepthStencilState(device, &ds_state, &stencil_ref); + ok(stencil_ref == 0x4, "Unexpected stencil ref value %#x.\n", stencil_ref); + ID3D10Device_OMGetBlendState(device, &blend_state, blend_factor, &sample_mask); + ok(blend_factor[0] == 0.1f, "Got unexpected blend_factor[0] %.8e.\n", blend_factor[0]); + ok(blend_factor[1] == 0.2f, "Got unexpected blend_factor[1] %.8e.\n", blend_factor[1]); + ok(blend_factor[2] == 0.3f, "Got unexpected blend_factor[2] %.8e.\n", blend_factor[2]); + ok(blend_factor[3] == 0.4f, "Got unexpected blend_factor[3] %.8e.\n", blend_factor[3]); + ok(sample_mask == 0x2, "Unexpected sample mask %#x.\n", sample_mask); + + effect->lpVtbl->Release(effect); + + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +} + START_TEST(effect) { test_effect_constant_buffer_type(); @@ -7676,4 +7824,5 @@ START_TEST(effect) test_effect_pool(); test_effect_default_variable_value(); test_effect_raw_value(); + test_effect_dynamic_numeric_field(); }