On Sat, Mar 21, 2020 at 7:30 PM Connor McAdams conmanx360@gmail.com wrote:
Signed-off-by: Connor McAdams conmanx360@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".