2017-03-09 23:15 GMT+01:00 Paul Gofman gofmanp@gmail.com:
Signed-off-by: Paul Gofman gofmanp@gmail.com
dlls/d3dx9_36/d3dx9_private.h | 8 ++- dlls/d3dx9_36/effect.c | 146 ++++++++++++++++++++++++++++-------------- dlls/d3dx9_36/preshader.c | 40 ++++++++++-- dlls/d3dx9_36/tests/effect.c | 13 ---- 4 files changed, 137 insertions(+), 70 deletions(-)
diff --git a/dlls/d3dx9_36/d3dx9_private.h b/dlls/d3dx9_36/d3dx9_private.h index 27b91a7..53cf99f 100644 --- a/dlls/d3dx9_36/d3dx9_private.h +++ b/dlls/d3dx9_36/d3dx9_private.h @@ -222,6 +222,11 @@ struct d3dx_parameter DWORD *dirty_flag_ptr; };
+static inline BOOL is_param_dirty(struct d3dx_parameter *param) +{
- return (*param->dirty_flag_ptr & PARAMETER_FLAG_DIRTY);
+}
struct d3dx9_base_effect;
struct d3dx_parameter *get_parameter_by_name(struct d3dx9_base_effect *base, @@ -233,6 +238,7 @@ void d3dx_free_param_eval(struct d3dx_param_eval *peval) DECLSPEC_HIDDEN; HRESULT d3dx_evaluate_parameter(struct d3dx_param_eval *peval, const struct d3dx_parameter *param, void *param_value) DECLSPEC_HIDDEN; HRESULT d3dx_param_eval_set_shader_constants(struct IDirect3DDevice9 *device,
struct d3dx_param_eval *peval) DECLSPEC_HIDDEN;
struct d3dx_param_eval *peval, BOOL update_all) DECLSPEC_HIDDEN;
+BOOL is_param_eval_input_dirty(struct d3dx_param_eval *peval) DECLSPEC_HIDDEN;
#endif /* __WINE_D3DX9_PRIVATE_H */ diff --git a/dlls/d3dx9_36/effect.c b/dlls/d3dx9_36/effect.c index ada78f9..b18465c 100644 --- a/dlls/d3dx9_36/effect.c +++ b/dlls/d3dx9_36/effect.c @@ -123,6 +123,9 @@ struct d3dx_pass
struct d3dx_state *states; struct d3dx_parameter *annotations;
- D3DLIGHT9 current_light[8];
- D3DMATERIAL9 current_material;
};
I think these might be stored in the effect struct instead.
+static void clear_dirty_all(struct d3dx9_base_effect *base)
clear_dirty_params() or something like that would be a clearer name.
@@ -1570,8 +1587,12 @@ static HRESULT d3dx9_base_effect_set_int(struct d3dx9_base_effect *base, D3DXHAN { if (param->rows == 1 && param->columns == 1) {
set_number(param->data, param->type, &n, D3DXPT_INT);
set_dirty(param);
DWORD value;
set_number(&value, param->type, &n, D3DXPT_INT);
if (value != *(DWORD *)param->data)
set_dirty(param);
*(DWORD *)param->data = value;
Shouldn't this go in the previous patch?
On 03/14/2017 12:47 AM, Matteo Bruni wrote:
2017-03-09 23:15 GMT+01:00 Paul Gofman gofmanp@gmail.com:
Signed-off-by: Paul Gofman gofmanp@gmail.com
struct d3dx_state *states; struct d3dx_parameter *annotations;
- D3DLIGHT9 current_light[8];
- D3DMATERIAL9 current_material; };
I think these might be stored in the effect struct instead.
Yes actually, too passes can't be active at a time and each BeginPass should initialize this in effect structure correctly.
+static void clear_dirty_all(struct d3dx9_base_effect *base)
clear_dirty_params() or something like that would be a clearer name.
I will change the name.
@@ -1570,8 +1587,12 @@ static HRESULT d3dx9_base_effect_set_int(struct d3dx9_base_effect *base, D3DXHAN { if (param->rows == 1 && param->columns == 1) {
set_number(param->data, param->type, &n, D3DXPT_INT);
set_dirty(param);
DWORD value;
set_number(&value, param->type, &n, D3DXPT_INT);
if (value != *(DWORD *)param->data)
set_dirty(param);
*(DWORD *)param->data = value;
Shouldn't this go in the previous patch?
Yes, sure. There is actually another fix I made in the next patches which makes SetLight go in one call for all light attributes, probably I should bring it here at once too? Just the test for that goes later in my patches when I test & implement effect state manager.