Commit 15a3da17 authored by Nikolay Sivov's avatar Nikolay Sivov Committed by Alexandre Julliard

d3d10/effect: Implement numeric pass properties updates.

parent 6e8c2921
......@@ -96,6 +96,13 @@ struct d3d10_effect_shader_variable
unsigned int isinline : 1;
};
struct d3d10_effect_prop_dependencies
{
struct d3d10_effect_prop_dependency *entries;
SIZE_T count;
SIZE_T capacity;
};
struct d3d10_effect_sampler_desc
{
D3D10_SAMPLER_DESC desc;
......@@ -119,6 +126,7 @@ struct d3d10_effect_state_object_variable
ID3D10SamplerState *sampler;
IUnknown *object;
} object;
struct d3d10_effect_prop_dependencies dependencies;
};
struct d3d10_effect_resource_variable
......@@ -218,6 +226,7 @@ struct d3d10_effect_pass
char *name;
struct d3d10_effect_annotations annotations;
struct d3d10_effect_prop_dependencies dependencies;
struct d3d10_effect_pass_shader_desc vs;
struct d3d10_effect_pass_shader_desc ps;
struct d3d10_effect_pass_shader_desc gs;
......
......@@ -180,6 +180,27 @@ static enum d3d10_effect_container_type get_var_container_type(const struct d3d1
}
}
struct d3d10_effect_prop_dependency
{
unsigned int id;
unsigned int idx;
unsigned int operation;
union
{
struct
{
struct d3d10_effect_variable *v;
unsigned int offset;
} var;
} u;
};
static void d3d10_effect_clear_prop_dependencies(struct d3d10_effect_prop_dependencies *d)
{
heap_free(d->entries);
memset(d, 0, sizeof(*d));
}
struct d3d10_effect_state_property_info
{
UINT id;
......@@ -490,6 +511,47 @@ static BOOL d3d10_effect_read_numeric_value(uint32_t value, D3D_SHADER_VARIABLE_
}
}
static void d3d10_effect_update_dependent_props(struct d3d10_effect_prop_dependencies *deps,
void *container)
{
const struct d3d10_effect_state_property_info *property_info;
struct d3d10_effect_prop_dependency *d;
struct d3d10_effect_variable *v;
unsigned int i, j, count;
uint32_t value;
void *dst;
for (i = 0; i < deps->count; ++i)
{
d = &deps->entries[i];
property_info = &property_infos[d->id];
dst = (char *)container + property_info->offset;
switch (d->operation)
{
case D3D10_EOO_VAR:
case D3D10_EOO_CONST_INDEX:
v = d->u.var.v;
count = v->type->type_class == D3D10_SVC_VECTOR ? 4 : 1;
for (j = 0; j < count; ++j)
{
d3d10_effect_variable_get_raw_value(v, &value, d->u.var.offset + j * sizeof(value), sizeof(value));
d3d10_effect_read_numeric_value(value, v->type->basetype, property_info->type, dst, j);
}
break;
default:
FIXME("Unsupported property update for %u.\n", d->operation);
}
}
}
static BOOL d3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size)
{
SIZE_T max_capacity, new_capacity;
......@@ -1794,12 +1856,24 @@ static BOOL is_object_property_type_matching(const struct d3d10_effect_state_pro
}
}
static HRESULT d3d10_effect_add_prop_dependency(struct d3d10_effect_prop_dependencies *d,
const struct d3d10_effect_prop_dependency *dep)
{
if (!d3d_array_reserve((void **)&d->entries, &d->capacity, d->count + 1, sizeof(*d->entries)))
return E_OUTOFMEMORY;
d->entries[d->count++] = *dep;
return S_OK;
}
static HRESULT parse_fx10_property_assignment(const char *data, size_t data_size,
const char **ptr, enum d3d10_effect_container_type container_type,
struct d3d10_effect *effect, void *container)
struct d3d10_effect *effect, void *container, struct d3d10_effect_prop_dependencies *d)
{
uint32_t id, idx, variable_idx, operation, value_offset, sodecl_offset;
const struct d3d10_effect_state_property_info *property_info;
struct d3d10_effect_prop_dependency dep;
struct d3d10_effect_variable *variable;
const char *data_ptr, *name;
unsigned int *dst_index;
......@@ -1890,8 +1964,20 @@ static HRESULT parse_fx10_property_assignment(const char *data, size_t data_size
}
else
{
FIXME("Assigning variables to numeric fields is not supported.\n");
return E_FAIL;
if (property_info->size * sizeof(float) > variable->type->size_unpacked)
{
WARN("Mismatching variable size %u, property size %u.\n",
variable->type->size_unpacked, property_info->size);
return E_FAIL;
}
dep.id = id;
dep.idx = idx;
dep.operation = operation;
dep.u.var.v = variable;
dep.u.var.offset = 0;
return d3d10_effect_add_prop_dependency(d, &dep);
}
break;
......@@ -1914,7 +2000,8 @@ static HRESULT parse_fx10_property_assignment(const char *data, size_t data_size
return E_FAIL;
}
TRACE("Variable name %s[%u].\n", debugstr_a(name), variable_idx);
TRACE("Variable name %s[%s%u].\n", debugstr_a(name), is_object_property(property_info) ?
"" : "offset ", variable_idx);
if (!(variable = d3d10_effect_get_variable_by_name(effect, name)))
{
......@@ -1922,15 +2009,14 @@ static HRESULT parse_fx10_property_assignment(const char *data, size_t data_size
return E_FAIL;
}
/* Has to be an array */
if (!variable->type->element_count || variable_idx >= variable->type->element_count)
{
WARN("Invalid array size %u.\n", variable->type->element_count);
return E_FAIL;
}
if (is_object_property(property_info))
{
if (!variable->type->element_count || variable_idx >= variable->type->element_count)
{
WARN("Invalid array size %u.\n", variable->type->element_count);
return E_FAIL;
}
if (!is_object_property_type_matching(property_info, variable))
{
WARN("Object type mismatch. Variable type %#x, property type %#x.\n",
......@@ -1953,8 +2039,22 @@ static HRESULT parse_fx10_property_assignment(const char *data, size_t data_size
}
else
{
FIXME("Assigning indexed variables to numeric fields is not supported.\n");
return E_FAIL;
unsigned int offset = variable_idx * sizeof(float);
if (offset >= variable->type->size_unpacked ||
variable->type->size_unpacked - offset < property_info->size * sizeof(float))
{
WARN("Invalid numeric variable data offset %u.\n", variable_idx);
return E_FAIL;
}
dep.id = id;
dep.idx = idx;
dep.operation = operation;
dep.u.var.v = variable;
dep.u.var.offset = offset;
return d3d10_effect_add_prop_dependency(d, &dep);
}
break;
......@@ -2062,7 +2162,7 @@ static HRESULT parse_fx10_pass(const char *data, size_t data_size,
for (i = 0; i < object_count; ++i)
{
if (FAILED(hr = parse_fx10_property_assignment(data, data_size, ptr,
D3D10_C_PASS, p->technique->effect, p)))
D3D10_C_PASS, p->technique->effect, p, &p->dependencies)))
{
WARN("Failed to parse pass assignment %u, hr %#x.\n", i, hr);
return hr;
......@@ -2431,7 +2531,8 @@ static HRESULT parse_fx10_object_variable(const char *data, size_t data_size,
for (j = 0; j < prop_count; ++j)
{
if (FAILED(hr = parse_fx10_property_assignment(data, data_size, ptr,
get_var_container_type(var), var->effect, &var->u.state.desc)))
get_var_container_type(var), var->effect, &var->u.state.desc,
&var->u.state.dependencies)))
{
ERR("Failed to read property list.\n");
return hr;
......@@ -3101,6 +3202,7 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
case D3D10_SVT_SAMPLER:
if (v->u.state.object.object)
IUnknown_Release(v->u.state.object.object);
d3d10_effect_clear_prop_dependencies(&v->u.state.dependencies);
break;
case D3D10_SVT_TEXTURE1D:
......@@ -3144,6 +3246,7 @@ static void d3d10_effect_pass_destroy(struct d3d10_effect_pass *p)
heap_free(p->name);
d3d10_effect_annotations_destroy(&p->annotations);
d3d10_effect_clear_prop_dependencies(&p->dependencies);
}
static void d3d10_effect_technique_destroy(struct d3d10_effect_technique *t)
......@@ -3858,6 +3961,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *ifa
return E_INVALIDARG;
}
d3d10_effect_update_dependent_props(&pass->dependencies, pass);
vs = d3d10_array_get_element(pass->vs.shader, pass->vs.index);
input_signature = vs->u.shader.input_signature;
......@@ -4143,6 +4248,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface
if (flags) FIXME("Ignoring flags (%#x)\n", flags);
d3d10_effect_update_dependent_props(&pass->dependencies, pass);
if (pass->vs.shader != &null_shader_variable)
d3d10_effect_pass_set_shader(pass, &pass->vs);
if (pass->gs.shader != &null_shader_variable)
......
......@@ -7653,6 +7653,154 @@ static void test_effect_raw_value(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
#if 0
uint i1;
uint i1_a[2];
float4 fv1 = {0.5f, 0.6f, 0.7f, 0.8f};
float4 fv1_a[2] = { { 1.0f, 1.1f, 1.2f, 1.3f }, {0.1f, 0.2f, 0.3f, 0.4f} };
int i2 = 0x123;
int i2_a[2] = { 0x1, 0x2 };
float f1 = 0.3f;
technique10 tech
{
pass P0
{
SetBlendState(NULL, fv1, i2);
SetDepthStencilState(NULL, i1);
}
pass P1
{
SetBlendState(NULL, fv1_a[1], i2_a[1]);
SetDepthStencilState(NULL, i1_a[1]);
}
}
#endif
static DWORD fx_test_effect_dynamic_numeric_field[] =
{
0x43425844, 0xc53c7634, 0x9d90c190, 0x5a0b43ea, 0x77aab553, 0x00000001, 0x000003af, 0x00000001,
0x00000024, 0x30315846, 0x00000383, 0xfeff1001, 0x00000001, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000001, 0x00000197, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x6f6c4724,
0x736c6162, 0x6e697500, 0x000d0074, 0x00010000, 0x00000000, 0x00040000, 0x00100000, 0x00040000,
0x09190000, 0x31690000, 0x00000d00, 0x00000100, 0x00000200, 0x00001400, 0x00001000, 0x00000800,
0x00091900, 0x5f316900, 0x6c660061, 0x3474616f, 0x00005200, 0x00000100, 0x00000000, 0x00001000,
0x00001000, 0x00001000, 0x00210a00, 0x31766600, 0x00000000, 0x19999a3f, 0x3333333f, 0x4ccccd3f,
0x0000523f, 0x00000100, 0x00000200, 0x00002000, 0x00001000, 0x00002000, 0x00210a00, 0x31766600,
0x0000615f, 0xcd3f8000, 0x9a3f8ccc, 0x663f9999, 0xcd3fa666, 0xcd3dcccc, 0x9a3e4ccc, 0xcd3e9999,
0x693ecccc, 0xcb00746e, 0x01000000, 0x00000000, 0x04000000, 0x10000000, 0x04000000, 0x11000000,
0x69000009, 0x01230032, 0x00cb0000, 0x00010000, 0x00020000, 0x00140000, 0x00100000, 0x00080000,
0x09110000, 0x32690000, 0x0100615f, 0x02000000, 0x66000000, 0x74616f6c, 0x00011b00, 0x00000100,
0x00000000, 0x00000400, 0x00001000, 0x00000400, 0x00090900, 0x00316600, 0x3e99999a, 0x68636574,
0x00305000, 0x00000001, 0x00000002, 0x00000000, 0x00000001, 0x00000002, 0x00000000, 0xa5003150,
0x04000000, 0x0e000000, 0x04000001, 0x01000000, 0x02000000, 0x00000000, 0x4d000000, 0x04000000,
0x01000000, 0x02000000, 0x00000000, 0x04000000, 0x90000000, 0x00000000, 0x07000000, 0xff000000,
0x00ffffff, 0x2e000000, 0x12000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x4d000000, 0x31000000, 0x00000000, 0x10000000, 0x00000000, 0x00000000, 0x00000000, 0x75000000,
0x59000000, 0x00000000, 0x30000000, 0x79000000, 0x00000000, 0x00000000, 0xa5000000, 0x89000000,
0x00000000, 0x40000000, 0xab000000, 0x00000000, 0x00000000, 0xeb000000, 0xcf000000, 0x00000000,
0x60000000, 0xee000000, 0x00000000, 0x00000000, 0x0e000000, 0xf2000001, 0x00000000, 0x70000000,
0x13000000, 0x00000001, 0x00000000, 0x3d000000, 0x21000001, 0x00000001, 0x84000000, 0x40000000,
0x00000001, 0x00000000, 0x44000000, 0x02000001, 0x00000000, 0x49000000, 0x05000001, 0x00000000,
0x0a000000, 0x00000000, 0x02000000, 0x75000000, 0x0b000000, 0x00000000, 0x02000000, 0xeb000000,
0x02000000, 0x00000000, 0x01000000, 0x4c000000, 0x09000001, 0x00000000, 0x02000000, 0x2e000000,
0x01000000, 0x00000000, 0x01000000, 0x58000000, 0x64000001, 0x05000001, 0x00000000, 0x0a000000,
0x00000000, 0x03000000, 0x67000000, 0x0b000001, 0x00000000, 0x03000000, 0x6f000000, 0x02000001,
0x00000000, 0x01000000, 0x77000000, 0x09000001, 0x00000000, 0x03000000, 0x83000000, 0x01000001,
0x00000000, 0x01000000, 0x8b000000, 0x00000001,
};
static void test_effect_dynamic_numeric_field(void)
{
ID3D10EffectScalarVariable *scalar;
ID3D10DepthStencilState *ds_state;
ID3D10BlendState *blend_state;
UINT stencil_ref, sample_mask;
ID3D10EffectTechnique *tech;
D3D10_PASS_DESC pass_desc;
ID3D10EffectVariable *v;
ID3D10EffectPass *pass;
float blend_factor[4];
ID3D10Effect *effect;
ID3D10Device *device;
ULONG refcount;
HRESULT hr;
if (!(device = create_device()))
{
skip("Failed to create device, skipping tests.\n");
return;
}
hr = create_effect(fx_test_effect_dynamic_numeric_field, 0, device, NULL, &effect);
ok(SUCCEEDED(hr), "Failed to create an effect, hr %#x.\n", hr);
tech = effect->lpVtbl->GetTechniqueByIndex(effect, 0);
ok(tech->lpVtbl->IsValid(tech), "Expected valid technique.\n");
/* Pass fields */
pass = tech->lpVtbl->GetPassByName(tech, "P0");
ID3D10Device_OMSetDepthStencilState(device, NULL, 0x1);
memset(blend_factor, 0, sizeof(blend_factor));
ID3D10Device_OMSetBlendState(device, NULL, blend_factor, 0);
hr = pass->lpVtbl->Apply(pass, 0);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
ID3D10Device_OMGetDepthStencilState(device, &ds_state, &stencil_ref);
ok(!stencil_ref, "Unexpected stencil ref value %#x.\n", stencil_ref);
ID3D10Device_OMGetBlendState(device, &blend_state, blend_factor, &sample_mask);
ok(blend_factor[0] == 0.5f, "Got unexpected blend_factor[0] %.8e.\n", blend_factor[0]);
ok(blend_factor[1] == 0.6f, "Got unexpected blend_factor[1] %.8e.\n", blend_factor[1]);
ok(blend_factor[2] == 0.7f, "Got unexpected blend_factor[2] %.8e.\n", blend_factor[2]);
ok(blend_factor[3] == 0.8f, "Got unexpected blend_factor[3] %.8e.\n", blend_factor[3]);
ok(sample_mask == 0x123, "Unexpected sample mask %#x.\n", sample_mask);
v = effect->lpVtbl->GetVariableByName(effect, "i1");
scalar = v->lpVtbl->AsScalar(v);
hr = scalar->lpVtbl->SetInt(scalar, 2);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
hr = pass->lpVtbl->Apply(pass, 0);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
ID3D10Device_OMGetDepthStencilState(device, &ds_state, &stencil_ref);
ok(stencil_ref == 0x2, "Unexpected stencil ref value %#x.\n", stencil_ref);
hr = scalar->lpVtbl->SetInt(scalar, 3);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
hr = pass->lpVtbl->GetDesc(pass, &pass_desc);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
ok(pass_desc.StencilRef == 0x3, "Unexpected stencil ref value %#x.\n", stencil_ref);
ID3D10Device_OMGetDepthStencilState(device, &ds_state, &stencil_ref);
ok(stencil_ref == 0x2, "Unexpected stencil ref value %#x.\n", stencil_ref);
pass = tech->lpVtbl->GetPassByName(tech, "P1");
v = effect->lpVtbl->GetVariableByName(effect, "i1_a");
v = v->lpVtbl->GetElement(v, 1);
scalar = v->lpVtbl->AsScalar(v);
hr = scalar->lpVtbl->SetInt(scalar, 4);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
ID3D10Device_OMSetDepthStencilState(device, NULL, 0x1);
memset(blend_factor, 0, sizeof(blend_factor));
ID3D10Device_OMSetBlendState(device, NULL, blend_factor, 0);
hr = pass->lpVtbl->Apply(pass, 0);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
ID3D10Device_OMGetDepthStencilState(device, &ds_state, &stencil_ref);
ok(stencil_ref == 0x4, "Unexpected stencil ref value %#x.\n", stencil_ref);
ID3D10Device_OMGetBlendState(device, &blend_state, blend_factor, &sample_mask);
ok(blend_factor[0] == 0.1f, "Got unexpected blend_factor[0] %.8e.\n", blend_factor[0]);
ok(blend_factor[1] == 0.2f, "Got unexpected blend_factor[1] %.8e.\n", blend_factor[1]);
ok(blend_factor[2] == 0.3f, "Got unexpected blend_factor[2] %.8e.\n", blend_factor[2]);
ok(blend_factor[3] == 0.4f, "Got unexpected blend_factor[3] %.8e.\n", blend_factor[3]);
ok(sample_mask == 0x2, "Unexpected sample mask %#x.\n", sample_mask);
effect->lpVtbl->Release(effect);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
START_TEST(effect)
{
test_effect_constant_buffer_type();
......@@ -7676,4 +7824,5 @@ START_TEST(effect)
test_effect_pool();
test_effect_default_variable_value();
test_effect_raw_value();
test_effect_dynamic_numeric_field();
}
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