2016-03-01 18:09 GMT+01:00 Paul Gofman gofmanp@gmail.com:
Signed-off-by: Paul Gofman gofmanp@gmail.com
dlls/d3dx9_36/effect.c | 111 +++++++++++++++++++++++++++++++++++++++---- dlls/d3dx9_36/tests/effect.c | 16 +++---- 2 files changed, 110 insertions(+), 17 deletions(-)
diff --git a/dlls/d3dx9_36/effect.c b/dlls/d3dx9_36/effect.c index f0bbd0b..7ccdb36 100644 --- a/dlls/d3dx9_36/effect.c +++ b/dlls/d3dx9_36/effect.c @@ -2490,6 +2490,102 @@ static HRESULT d3dx9_base_effect_set_array_range(struct d3dx9_base_effect *base, return E_NOTIMPL; }
+static HRESULT d3dx9_get_param_value_ptr(struct ID3DXEffectImpl *effect, struct d3dx_pass *pass, struct d3dx_state *state, void **param_value, struct d3dx_parameter **out_param)
Please break lines so they stay under 100 - 120 characters.
+{
- struct d3dx_parameter *param;
- param = state->parameter.referenced_param ? state->parameter.referenced_param : &state->parameter;
- switch (state->type)
- {
case ST_CONSTANT:
case ST_PARAMETER:
*param_value = param->data;
*out_param = param;
return D3D_OK;
case ST_ARRAY_SELECTOR:
FIXME("Array selector.\n");
break;
case ST_FXLC:
FIXME("FXLC not supported yet.\n");
break;
- }
- *param_value = NULL;
- *out_param = NULL;
- return E_NOTIMPL;
+}
+static HRESULT d3dx9_apply_state(struct ID3DXEffectImpl *effect, struct d3dx_pass *pass, struct d3dx_state *state) +{
- IDirect3DDevice9 *device = effect->device;
- struct d3dx_parameter *param;
- void *param_value;
- HRESULT hr;
- TRACE("operation %u, index %u, type %u.\n", state->operation, state->index, state->type);
- hr = d3dx9_get_param_value_ptr(effect, pass, state, ¶m_value, ¶m);
- if (FAILED(hr))
return hr;
- switch (state_table[state->operation].class)
- {
case SC_RENDERSTATE:
TRACE("%s: operation %u value %u.\n", state_table[state->operation].name, state_table[state->operation].op, *(DWORD *)param_value);
You're not being entirely consistent with those traces. I'd use the style you're using here throughout the file but without the ':'.
return IDirect3DDevice9_SetRenderState(device, state_table[state->operation].op, *(DWORD *)param_value);
case SC_FVF:
TRACE("%s: value %#x.\n", state_table[state->operation].name, *(DWORD *)param_value);
return IDirect3DDevice9_SetFVF(device, *(DWORD *)param_value);
case SC_TEXTURESTAGE:
TRACE("%s: stage %u value %u.\n", state_table[state->operation].name, state->index, *(DWORD *)param_value);
return IDirect3DDevice9_SetTextureStageState(device, state->index, state_table[state->operation].op, *(DWORD *)param_value);
case SC_VERTEXSHADER:
TRACE("%s vertex shader %p.\n", state_table[state->operation].name, *(IDirect3DVertexShader9 **)param_value);
hr = IDirect3DDevice9_SetVertexShader(device, *(IDirect3DVertexShader9 **)param_value);
if (FAILED(hr))
ERR("Could not set vertex shader.\n");
FIXME("Not executing preshader and not setting constants.\n");
return hr;
case SC_PIXELSHADER:
TRACE("%s pixel shader %p.\n", state_table[state->operation].name, *(IDirect3DPixelShader9 **)param_value);
hr = IDirect3DDevice9_SetPixelShader(device, *(IDirect3DPixelShader9 **)param_value);
if (FAILED(hr))
ERR("Could not set pixel shader.\n");
FIXME("Not executing preshader and not setting constants.\n");
return hr;
case SC_TRANSFORM:
TRACE("%s %u.\n", state_table[state->operation].name, state->index);
return IDirect3DDevice9_SetTransform(device, state_table[state->operation].op + state->index, (D3DMATRIX *)param_value);
case SC_NPATCHMODE:
TRACE("%s %f.\n", state_table[state->operation].name, *(float *)param_value);
return IDirect3DDevice9_SetNPatchMode(device, *(float *)param_value);
default:
FIXME("%s not handled.\n", state_table[state->operation].name);
break;
- }
- return D3D_OK;
+}
+static HRESULT d3dx9_apply_pass_states(struct ID3DXEffectImpl *effect, struct d3dx_pass *pass) +{
- UINT i;
I'd prefer "unsigned int" for these kind of loop variables, here and elsewhere in those patches.
- HRESULT ret;
- TRACE("Effect %p, pass %p, state_count=%u.\n", effect, pass, pass->state_count);
Please drop the '='. While at it, use lowercase for "effect".
- ret = D3D_OK;
- for (i = 0; i < pass->state_count; i++)
- {
HRESULT hr;
hr = d3dx9_apply_state(effect, pass, &pass->states[i]);
if (FAILED(hr))
{
WARN("Error applying state: %#x.\n", hr);
ret = hr;
}
- }
- return ret;
+}
static inline struct ID3DXEffectImpl *impl_from_ID3DXEffect(ID3DXEffect *iface) { return CONTAINING_RECORD(iface, struct ID3DXEffectImpl, ID3DXEffect_iface); @@ -3175,18 +3271,15 @@ static HRESULT WINAPI ID3DXEffectImpl_Begin(ID3DXEffect *iface, UINT *passes, DW
static HRESULT WINAPI ID3DXEffectImpl_BeginPass(ID3DXEffect *iface, UINT pass) {
- struct ID3DXEffectImpl *This = impl_from_ID3DXEffect(iface);
- struct d3dx_technique *technique = This->active_technique;
- struct ID3DXEffectImpl *effect = impl_from_ID3DXEffect(iface);
- struct d3dx_technique *technique = effect->active_technique;
- TRACE("iface %p, pass %u\n", This, pass);
- TRACE("iface %p, pass %u\n", effect, pass);
- if (technique && pass < technique->pass_count && !This->active_pass)
- if (technique && pass < technique->pass_count && !effect->active_pass) {
This->active_pass = &technique->passes[pass];
FIXME("No states applied, yet!\n");
return D3D_OK;
effect->active_pass = &technique->passes[pass];
return d3dx9_apply_pass_states(effect, effect->active_pass);
}
WARN("Invalid argument supplied.\n");
diff --git a/dlls/d3dx9_36/tests/effect.c b/dlls/d3dx9_36/tests/effect.c index 6dd3e00..e415a3c 100644 --- a/dlls/d3dx9_36/tests/effect.c +++ b/dlls/d3dx9_36/tests/effect.c @@ -2875,11 +2875,11 @@ static void test_effect_states(IDirect3DDevice9 *device) ok(mat.m[0][0] == test_mat.m[0][0], "Unexpected value: %f.\n", mat.m[0][0]);
hr = effect->lpVtbl->BeginPass(effect, 0);
- ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
todo_wine ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat); ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
- todo_wine ok(!memcmp(mat.m, test_mat_world1.m, sizeof(mat)), "World matrix does not match.\n");
ok(!memcmp(mat.m, test_mat_world1.m, sizeof(mat)), "World matrix does not match.\n");
hr = IDirect3DDevice9_GetTransform(device, D3DTS_VIEW, &mat); ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
@@ -2887,11 +2887,11 @@ static void test_effect_states(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value); ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
- todo_wine ok(value == 2, "Got result %u, expected %u\n", value, 2);
ok(value == 2, "Got result %u, expected %u\n", value, 2);
hr = IDirect3DDevice9_GetVertexShader(device, &vshader); ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
- todo_wine ok(vshader != NULL, "Got NULL vshader.\n");
- ok(vshader != NULL, "Got NULL vshader.\n"); if (vshader) { byte_code_size = sizeof(test_effect_states_vshader_buf);
@@ -2921,11 +2921,11 @@ static void test_effect_states(IDirect3DDevice9 *device) ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value); ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
- todo_wine ok(value == 2, "Got result %u, expected %u\n", value, 2);
ok(value == 2, "Got result %u, expected %u\n", value, 2);
hr = IDirect3DDevice9_GetRenderState(device, D3DRS_ZENABLE, &value); ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
- todo_wine ok(value,"Got result %u, expected TRUE.\n", value);
ok(value,"Got result %u, expected TRUE.\n", value);
hr = IDirect3DDevice9_GetSamplerState(device, 1, D3DSAMP_MIPFILTER, &value); ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
@@ -2933,14 +2933,14 @@ static void test_effect_states(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_GetTextureStageState(device, 3, D3DTSS_ALPHAOP, &value); ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
- todo_wine ok(value == 4, "Unexpected texture stage 3 AlphaOp %u.\n", value);
ok(value == 4, "Unexpected texture stage 3 AlphaOp %u.\n", value);
hr = effect->lpVtbl->End(effect); ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat); ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
- ok(!memcmp(mat.m, test_mat.m, sizeof(mat)), "World matrix not restored.\n");
todo_wine ok(!memcmp(mat.m, test_mat.m, sizeof(mat)), "World matrix not restored.\n");
hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval); todo_wine ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
-- 2.5.0