Signed-off-by: Connor McAdams conmanx360@gmail.com --- dlls/d3d10/effect.c | 123 ++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 120 insertions(+), 3 deletions(-)
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c index e2c18ce049..3d397a38eb 100644 --- a/dlls/d3d10/effect.c +++ b/dlls/d3d10/effect.c @@ -3619,9 +3619,119 @@ 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, + b->local_buffer, v->data_size, 0); + + b->changed = FALSE; +} + +static void apply_shader_resources(ID3D10Device *device, struct ID3D10EffectShaderVariable *variable) +{ + struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(variable); + struct d3d10_effect_shader_variable *sv = &v->u.shader; + struct d3d10_effect_shader_resource *sr; + struct d3d10_effect_variable *rsrc_v; + ID3D10ShaderResourceView **srv; + unsigned int i; + + for (i = 0; i < sv->resource_count; ++i) + { + sr = &sv->resources[i]; + rsrc_v = sr->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, + &rsrc_v->u.buffer.buffer); + break; + + case D3D10_SVT_PIXELSHADER: + ID3D10Device_PSSetConstantBuffers(device, sr->bind_point, sr->bind_count, + &rsrc_v->u.buffer.buffer); + break; + + case D3D10_SVT_GEOMETRYSHADER: + ID3D10Device_GSSetConstantBuffers(device, sr->bind_point, sr->bind_count, + &rsrc_v->u.buffer.buffer); + break; + + default: + WARN("Incorrect shader type to bind constant buffer.\n"); + break; + } + break; + + case D3D10_SIT_TBUFFER: + update_buffer(device, rsrc_v); + srv = &rsrc_v->u.buffer.resource_view; + + switch (v->type->basetype) + { + case D3D10_SVT_VERTEXSHADER: + ID3D10Device_VSSetShaderResources(device, sr->bind_point, sr->bind_count, srv); + break; + + case D3D10_SVT_PIXELSHADER: + ID3D10Device_PSSetShaderResources(device, sr->bind_point, sr->bind_count, srv); + break; + + case D3D10_SVT_GEOMETRYSHADER: + ID3D10Device_GSSetShaderResources(device, sr->bind_point, sr->bind_count, srv); + break; + + default: + WARN("Incorrect shader type to bind shader resource view.\n"); + break; + } + break; + + case D3D10_SIT_SAMPLER: + switch (v->type->basetype) + { + case D3D10_SVT_VERTEXSHADER: + ID3D10Device_VSSetSamplers(device, sr->bind_point, sr->bind_count, + &rsrc_v->u.state.object.sampler); + break; + + case D3D10_SVT_PIXELSHADER: + ID3D10Device_PSSetSamplers(device, sr->bind_point, sr->bind_count, + &rsrc_v->u.state.object.sampler); + break; + + case D3D10_SVT_GEOMETRYSHADER: + ID3D10Device_GSSetSamplers(device, sr->bind_point, sr->bind_count, + &rsrc_v->u.state.object.sampler); + break; + + default: + WARN("Incorrect shader type to bind sampler.\n"); + break; + } + break; + + default: + WARN("Unhandled shader resource %#x.\n", sr->in_type); + break; + } + } +} + static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface, UINT flags) { - struct d3d10_effect_pass *This = impl_from_ID3D10EffectPass(iface); + struct d3d10_effect_pass *pass = impl_from_ID3D10EffectPass(iface); + ID3D10Device *device = pass->technique->effect->device; HRESULT hr = S_OK; unsigned int i;
@@ -3629,9 +3739,16 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface
if (flags) FIXME("Ignoring flags (%#x)\n", flags);
- for (i = 0; i < This->object_count; ++i) + if (pass->vs.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface) + apply_shader_resources(device, pass->vs.pShaderVariable); + if (pass->gs.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface) + apply_shader_resources(device, pass->gs.pShaderVariable); + if (pass->ps.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface) + apply_shader_resources(device, pass->ps.pShaderVariable); + + for (i = 0; i < pass->object_count; ++i) { - hr = d3d10_effect_object_apply(&This->objects[i]); + hr = d3d10_effect_object_apply(&pass->objects[i]); if (FAILED(hr)) break; }