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List:       wine-devel
Subject:    [PATCH v5 1/5] d3d10: Implement scalar effect variable set methods.
From:       Connor McAdams <conmanx360 () gmail ! com>
Date:       2020-02-28 18:51:44
Message-ID: 20200228185148.11383-1-conmanx360 () gmail ! com
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Implement SetFloat/SetFloatArray, SetInt/SetIntArray, and
SetBool/SetBoolArray methods for the scalar effect variable interface.

Signed-off-by: Connor McAdams <conmanx360@gmail.com>
---
v5: Added correct behavior when Get/Set methods are called for types
different than the variable type, i.e SetInt on a Float variable and
vice versa.

 dlls/d3d10/effect.c | 187 +++++++++++++++++++++++++++++++++++++++++---
 1 file changed, 175 insertions(+), 12 deletions(-)

diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index 3ee9bf7a35..42311bd1fe 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -4212,8 +4212,146 @@ static const struct ID3D10EffectConstantBufferVtbl \
d3d10_effect_constant_buffer_  d3d10_effect_constant_buffer_GetTextureBuffer,
 };
 
+
+static BOOL get_variable_as_bool(void *in_data, D3D10_SHADER_VARIABLE_TYPE in_type)
+{
+    switch (in_type)
+    {
+        case D3D10_SVT_FLOAT:
+        case D3D10_SVT_INT:
+        case D3D10_SVT_BOOL:
+            if (*(DWORD *)in_data)
+                return -1;
+            break;
+
+        default:
+            break;
+    }
+
+    return FALSE;
+}
+
+static int get_variable_as_int(void *in_data, D3D10_SHADER_VARIABLE_TYPE in_type)
+{
+    switch (in_type)
+    {
+        case D3D10_SVT_FLOAT:
+            return (int)(*(float *)in_data);
+
+        case D3D10_SVT_INT:
+            return *(int *)in_data;
+
+        case D3D10_SVT_BOOL:
+            return get_variable_as_bool(in_data, in_type);
+
+        default:
+            return 0;
+    }
+}
+
+static float get_variable_as_float(void *in_data, D3D10_SHADER_VARIABLE_TYPE \
in_type) +{
+    switch (in_type)
+    {
+        case D3D10_SVT_FLOAT:
+            return *(float *)in_data;
+
+        case D3D10_SVT_INT:
+            return (float)(*(int *)in_data);
+
+        case D3D10_SVT_BOOL:
+            return (float)get_variable_as_bool(in_data, in_type);
+
+        default:
+            return 0.0f;
+    }
+}
+
+static void write_variable(BYTE *out_data, D3D_SHADER_VARIABLE_TYPE out_type, BYTE \
*in_data, +        D3D_SHADER_VARIABLE_TYPE in_type, unsigned int col_count)
+{
+    unsigned int i;
+
+    for (i = 0; i < col_count; i++, out_data += 4, in_data += 4)
+    {
+        if (out_type == in_type)
+            *(DWORD *)out_data = *(DWORD *)in_data;
+        else
+        {
+            switch (out_type)
+            {
+                case D3D10_SVT_FLOAT:
+                    *(float *)out_data = get_variable_as_float(in_data, in_type);
+                    break;
+
+                case D3D10_SVT_INT:
+                    *(int *)out_data = get_variable_as_int(in_data, in_type);
+                    break;
+
+                case D3D10_SVT_BOOL:
+                    *(BOOL *)out_data = get_variable_as_bool(in_data, in_type);
+                    break;
+
+                default:
+                    *(DWORD *)out_data = 0;
+                    break;
+            }
+        }
+    }
+}
+
+static void write_variable_to_buffer(struct d3d10_effect_variable *variable, void \
*data, +        D3D_SHADER_VARIABLE_TYPE in_type)
+{
+    BYTE *buf = variable->buffer->u.buffer.local_buffer + variable->buffer_offset;
+
+    write_variable(buf, variable->type->basetype, data, in_type, \
variable->type->column_count); +
+    variable->buffer->u.buffer.changed = TRUE;
+}
+
+static void write_variable_array_to_buffer(struct d3d10_effect_variable *variable, \
void *data, +        D3D_SHADER_VARIABLE_TYPE in_type, unsigned int offset, unsigned \
int count) +{
+    BYTE *buf = variable->buffer->u.buffer.local_buffer + variable->buffer_offset;
+    BYTE *cur_element = data;
+    unsigned int element_size, i;
+
+    if (!variable->type->element_count)
+    {
+        write_variable_to_buffer(variable, data, in_type);
+        return;
+    }
+
+    if (offset >= variable->type->element_count)
+        return;
+
+    if (count > variable->type->element_count - offset)
+        count = variable->type->element_count - offset;
+
+    element_size = variable->type->elementtype->size_packed;
+    if (offset)
+        buf += variable->type->stride * offset;
+
+    for (i = 0; i < count; i++)
+    {
+        write_variable(buf, variable->type->basetype, cur_element, in_type,
+                variable->type->column_count);
+
+        cur_element += element_size;
+        buf += variable->type->stride;
+    }
+
+    variable->buffer->u.buffer.changed = TRUE;
+}
+
 /* ID3D10EffectVariable methods */
 
+static inline struct d3d10_effect_variable \
*impl_from_ID3D10EffectScalarVariable(ID3D10EffectScalarVariable *iface) +{
+    return CONTAINING_RECORD(iface, struct d3d10_effect_variable, \
ID3D10EffectVariable_iface); +}
+
 static BOOL STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_IsValid(ID3D10EffectScalarVariable *iface)  {
     TRACE("iface %p\n", iface);
@@ -4370,9 +4508,12 @@ static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_GetRawValue(ID3D10  static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_SetFloat(ID3D10EffectScalarVariable *iface,  float \
value)  {
-    FIXME("iface %p, value %.8e stub!\n", iface, value);
+    struct d3d10_effect_variable *effect_var = \
impl_from_ID3D10EffectScalarVariable(iface);  
-    return E_NOTIMPL;
+    TRACE("iface %p, value %.8e.\n", iface, value);
+    write_variable_to_buffer(effect_var, &value, D3D10_SVT_FLOAT);
+
+    return S_OK;
 }
 
 static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_GetFloat(ID3D10EffectScalarVariable *iface, @@ -4383,12 \
+4524,22 @@ static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_GetFloat(ID3D10Eff  return E_NOTIMPL;
 }
 
+/*
+ * According to MSDN, array writing functions for Scalar/Vector effect
+ * variables have offset go unused. Testing has revealed that this is
+ * true for Scalar variables, but not for vectors. So, in the case of
+ * Scalar variables, just pass 0 as the offset argument of
+ * write_variable_array_to_buffer.
+ */
 static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_SetFloatArray(ID3D10EffectScalarVariable *iface,  float \
*values, UINT offset, UINT count)  {
-    FIXME("iface %p, values %p, offset %u, count %u stub!\n", iface, values, offset, \
count); +    struct d3d10_effect_variable *effect_var = \
impl_from_ID3D10EffectScalarVariable(iface);  
-    return E_NOTIMPL;
+    TRACE("iface %p, values %p, offset %u, count %u.\n", iface, values, offset, \
count); +    write_variable_array_to_buffer(effect_var, values, D3D10_SVT_FLOAT, 0, \
count); +
+    return S_OK;
 }
 
 static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_GetFloatArray(ID3D10EffectScalarVariable *iface, @@ \
-4402,9 +4553,12 @@ static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_GetFloatArray(ID3D  static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_SetInt(ID3D10EffectScalarVariable *iface,  int value)
 {
-    FIXME("iface %p, value %d stub!\n", iface, value);
+    struct d3d10_effect_variable *effect_var = \
impl_from_ID3D10EffectScalarVariable(iface);  
-    return E_NOTIMPL;
+    TRACE("iface %p, value %d.\n", iface, value);
+    write_variable_to_buffer(effect_var, &value, D3D10_SVT_INT);
+
+    return S_OK;
 }
 
 static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_GetInt(ID3D10EffectScalarVariable *iface, @@ -4418,9 \
+4572,12 @@ static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_GetInt(ID3D10Effec  static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_SetIntArray(ID3D10EffectScalarVariable *iface,  int \
*values, UINT offset, UINT count)  {
-    FIXME("iface %p, values %p, offset %u, count %u stub!\n", iface, values, offset, \
count); +    struct d3d10_effect_variable *effect_var = \
impl_from_ID3D10EffectScalarVariable(iface);  
-    return E_NOTIMPL;
+    TRACE("iface %p, values %p, offset %u, count %u.\n", iface, values, offset, \
count); +    write_variable_array_to_buffer(effect_var, values, D3D10_SVT_INT, 0, \
count); +
+    return S_OK;
 }
 
 static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_GetIntArray(ID3D10EffectScalarVariable *iface, @@ \
-4434,9 +4591,12 @@ static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_GetIntArray(ID3D10  static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_SetBool(ID3D10EffectScalarVariable *iface,  BOOL value)
 {
-    FIXME("iface %p, value %d stub!\n", iface, value);
+    struct d3d10_effect_variable *effect_var = \
impl_from_ID3D10EffectScalarVariable(iface);  
-    return E_NOTIMPL;
+    TRACE("iface %p, value %d.\n", iface, value);
+    write_variable_to_buffer(effect_var, &value, D3D10_SVT_BOOL);
+
+    return S_OK;
 }
 
 static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_GetBool(ID3D10EffectScalarVariable *iface, @@ -4450,9 \
+4610,12 @@ static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_GetBool(ID3D10Effe  static HRESULT STDMETHODCALLTYPE \
d3d10_effect_scalar_variable_SetBoolArray(ID3D10EffectScalarVariable *iface,  BOOL \
*values, UINT offset, UINT count)  {
-    FIXME("iface %p, values %p, offset %u, count %u stub!\n", iface, values, offset, \
count); +    struct d3d10_effect_variable *effect_var = \
impl_from_ID3D10EffectScalarVariable(iface);  
-    return E_NOTIMPL;
+    TRACE("iface %p, values %p, offset %u, count %u.\n", iface, values, offset, \
count); +    write_variable_array_to_buffer(effect_var, values, D3D10_SVT_BOOL, 0, \
count); +
+    return S_OK;
 }
 
 static HRESULT STDMETHODCALLTYPE \
                d3d10_effect_scalar_variable_GetBoolArray(ID3D10EffectScalarVariable \
                *iface,
-- 
2.20.1


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