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wine
wine-winehq
Commits
1e434b52
Commit
1e434b52
authored
Sep 16, 2014
by
Henri Verbeet
Committed by
Alexandre Julliard
Sep 16, 2014
Browse files
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Plain Diff
d3d10core: Implement d3d10_device_VSSetShaderResources().
parent
e01d2076
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Showing
8 changed files
with
125 additions
and
34 deletions
+125
-34
d3d10core_private.h
dlls/d3d10core/d3d10core_private.h
+2
-0
device.c
dlls/d3d10core/device.c
+12
-1
view.c
dlls/d3d10core/view.c
+8
-0
cs.c
dlls/wined3d/cs.c
+54
-23
device.c
dlls/wined3d/device.c
+32
-0
wined3d.spec
dlls/wined3d/wined3d.spec
+1
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+14
-10
wined3d.h
include/wine/wined3d.h
+2
-0
No files found.
dlls/d3d10core/d3d10core_private.h
View file @
1e434b52
...
...
@@ -165,6 +165,8 @@ struct d3d10_shader_resource_view
HRESULT
d3d10_shader_resource_view_init
(
struct
d3d10_shader_resource_view
*
view
,
struct
d3d10_device
*
device
,
ID3D10Resource
*
resource
,
const
D3D10_SHADER_RESOURCE_VIEW_DESC
*
desc
)
DECLSPEC_HIDDEN
;
struct
d3d10_shader_resource_view
*
unsafe_impl_from_ID3D10ShaderResourceView
(
ID3D10ShaderResourceView
*
iface
)
DECLSPEC_HIDDEN
;
/* ID3D10InputLayout */
struct
d3d10_input_layout
...
...
dlls/d3d10core/device.c
View file @
1e434b52
...
...
@@ -339,8 +339,19 @@ static void STDMETHODCALLTYPE d3d10_device_IASetPrimitiveTopology(ID3D10Device1
static
void
STDMETHODCALLTYPE
d3d10_device_VSSetShaderResources
(
ID3D10Device1
*
iface
,
UINT
start_slot
,
UINT
view_count
,
ID3D10ShaderResourceView
*
const
*
views
)
{
FIXME
(
"iface %p, start_slot %u, view_count %u, views %p stub!
\n
"
,
struct
d3d10_device
*
device
=
impl_from_ID3D10Device
(
iface
);
unsigned
int
i
;
TRACE
(
"iface %p, start_slot %u, view_count %u, views %p.
\n
"
,
iface
,
start_slot
,
view_count
,
views
);
for
(
i
=
0
;
i
<
view_count
;
++
i
)
{
struct
d3d10_shader_resource_view
*
view
=
unsafe_impl_from_ID3D10ShaderResourceView
(
views
[
i
]);
wined3d_device_set_vs_resource_view
(
device
->
wined3d_device
,
start_slot
+
i
,
view
?
view
->
wined3d_view
:
NULL
);
}
}
static
void
STDMETHODCALLTYPE
d3d10_device_VSSetSamplers
(
ID3D10Device1
*
iface
,
...
...
dlls/d3d10core/view.c
View file @
1e434b52
...
...
@@ -1015,3 +1015,11 @@ HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view,
return
S_OK
;
}
struct
d3d10_shader_resource_view
*
unsafe_impl_from_ID3D10ShaderResourceView
(
ID3D10ShaderResourceView
*
iface
)
{
if
(
!
iface
)
return
NULL
;
assert
(
iface
->
lpVtbl
==
&
d3d10_shader_resource_view_vtbl
);
return
CONTAINING_RECORD
(
iface
,
struct
d3d10_shader_resource_view
,
ID3D10ShaderResourceView_iface
);
}
dlls/wined3d/cs.c
View file @
1e434b52
...
...
@@ -40,6 +40,7 @@ enum wined3d_cs_op
WINED3D_CS_OP_SET_INDEX_BUFFER
,
WINED3D_CS_OP_SET_CONSTANT_BUFFER
,
WINED3D_CS_OP_SET_TEXTURE
,
WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
,
WINED3D_CS_OP_SET_SAMPLER
,
WINED3D_CS_OP_SET_SHADER
,
WINED3D_CS_OP_SET_RENDER_STATE
,
...
...
@@ -161,6 +162,14 @@ struct wined3d_cs_set_texture
struct
wined3d_texture
*
texture
;
};
struct
wined3d_cs_set_shader_resource_view
{
enum
wined3d_cs_op
opcode
;
enum
wined3d_shader_type
type
;
UINT
view_idx
;
struct
wined3d_shader_resource_view
*
view
;
};
struct
wined3d_cs_set_sampler
{
enum
wined3d_cs_op
opcode
;
...
...
@@ -657,6 +666,27 @@ void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined
cs
->
ops
->
submit
(
cs
);
}
static
void
wined3d_cs_exec_set_shader_resource_view
(
struct
wined3d_cs
*
cs
,
const
void
*
data
)
{
const
struct
wined3d_cs_set_shader_resource_view
*
op
=
data
;
cs
->
state
.
shader_resource_view
[
op
->
type
][
op
->
view_idx
]
=
op
->
view
;
}
void
wined3d_cs_emit_set_shader_resource_view
(
struct
wined3d_cs
*
cs
,
enum
wined3d_shader_type
type
,
UINT
view_idx
,
struct
wined3d_shader_resource_view
*
view
)
{
struct
wined3d_cs_set_shader_resource_view
*
op
;
op
=
cs
->
ops
->
require_space
(
cs
,
sizeof
(
*
op
));
op
->
opcode
=
WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW
;
op
->
type
=
type
;
op
->
view_idx
=
view_idx
;
op
->
view
=
view
;
cs
->
ops
->
submit
(
cs
);
}
static
void
wined3d_cs_exec_set_sampler
(
struct
wined3d_cs
*
cs
,
const
void
*
data
)
{
const
struct
wined3d_cs_set_sampler
*
op
=
data
;
...
...
@@ -847,29 +877,30 @@ void wined3d_cs_emit_reset_state(struct wined3d_cs *cs)
static
void
(
*
const
wined3d_cs_op_handlers
[])(
struct
wined3d_cs
*
cs
,
const
void
*
data
)
=
{
/* WINED3D_CS_OP_PRESENT */
wined3d_cs_exec_present
,
/* WINED3D_CS_OP_CLEAR */
wined3d_cs_exec_clear
,
/* WINED3D_CS_OP_DRAW */
wined3d_cs_exec_draw
,
/* WINED3D_CS_OP_SET_VIEWPORT */
wined3d_cs_exec_set_viewport
,
/* WINED3D_CS_OP_SET_SCISSOR_RECT */
wined3d_cs_exec_set_scissor_rect
,
/* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */
wined3d_cs_exec_set_rendertarget_view
,
/* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */
wined3d_cs_exec_set_depth_stencil_view
,
/* WINED3D_CS_OP_SET_VERTEX_DECLARATION */
wined3d_cs_exec_set_vertex_declaration
,
/* WINED3D_CS_OP_SET_STREAM_SOURCE */
wined3d_cs_exec_set_stream_source
,
/* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */
wined3d_cs_exec_set_stream_source_freq
,
/* WINED3D_CS_OP_SET_STREAM_OUTPUT */
wined3d_cs_exec_set_stream_output
,
/* WINED3D_CS_OP_SET_INDEX_BUFFER */
wined3d_cs_exec_set_index_buffer
,
/* WINED3D_CS_OP_SET_CONSTANT_BUFFER */
wined3d_cs_exec_set_constant_buffer
,
/* WINED3D_CS_OP_SET_TEXTURE */
wined3d_cs_exec_set_texture
,
/* WINED3D_CS_OP_SET_SAMPLER */
wined3d_cs_exec_set_sampler
,
/* WINED3D_CS_OP_SET_SHADER */
wined3d_cs_exec_set_shader
,
/* WINED3D_CS_OP_SET_RENDER_STATE */
wined3d_cs_exec_set_render_state
,
/* WINED3D_CS_OP_SET_TEXTURE_STATE */
wined3d_cs_exec_set_texture_state
,
/* WINED3D_CS_OP_SET_SAMPLER_STATE */
wined3d_cs_exec_set_sampler_state
,
/* WINED3D_CS_OP_SET_TRANSFORM */
wined3d_cs_exec_set_transform
,
/* WINED3D_CS_OP_SET_CLIP_PLANE */
wined3d_cs_exec_set_clip_plane
,
/* WINED3D_CS_OP_SET_MATERIAL */
wined3d_cs_exec_set_material
,
/* WINED3D_CS_OP_RESET_STATE */
wined3d_cs_exec_reset_state
,
/* WINED3D_CS_OP_PRESENT */
wined3d_cs_exec_present
,
/* WINED3D_CS_OP_CLEAR */
wined3d_cs_exec_clear
,
/* WINED3D_CS_OP_DRAW */
wined3d_cs_exec_draw
,
/* WINED3D_CS_OP_SET_VIEWPORT */
wined3d_cs_exec_set_viewport
,
/* WINED3D_CS_OP_SET_SCISSOR_RECT */
wined3d_cs_exec_set_scissor_rect
,
/* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */
wined3d_cs_exec_set_rendertarget_view
,
/* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */
wined3d_cs_exec_set_depth_stencil_view
,
/* WINED3D_CS_OP_SET_VERTEX_DECLARATION */
wined3d_cs_exec_set_vertex_declaration
,
/* WINED3D_CS_OP_SET_STREAM_SOURCE */
wined3d_cs_exec_set_stream_source
,
/* WINED3D_CS_OP_SET_STREAM_SOURCE_FREQ */
wined3d_cs_exec_set_stream_source_freq
,
/* WINED3D_CS_OP_SET_STREAM_OUTPUT */
wined3d_cs_exec_set_stream_output
,
/* WINED3D_CS_OP_SET_INDEX_BUFFER */
wined3d_cs_exec_set_index_buffer
,
/* WINED3D_CS_OP_SET_CONSTANT_BUFFER */
wined3d_cs_exec_set_constant_buffer
,
/* WINED3D_CS_OP_SET_TEXTURE */
wined3d_cs_exec_set_texture
,
/* WINED3D_CS_OP_SET_SHADER_RESOURCE_VIEW */
wined3d_cs_exec_set_shader_resource_view
,
/* WINED3D_CS_OP_SET_SAMPLER */
wined3d_cs_exec_set_sampler
,
/* WINED3D_CS_OP_SET_SHADER */
wined3d_cs_exec_set_shader
,
/* WINED3D_CS_OP_SET_RENDER_STATE */
wined3d_cs_exec_set_render_state
,
/* WINED3D_CS_OP_SET_TEXTURE_STATE */
wined3d_cs_exec_set_texture_state
,
/* WINED3D_CS_OP_SET_SAMPLER_STATE */
wined3d_cs_exec_set_sampler_state
,
/* WINED3D_CS_OP_SET_TRANSFORM */
wined3d_cs_exec_set_transform
,
/* WINED3D_CS_OP_SET_CLIP_PLANE */
wined3d_cs_exec_set_clip_plane
,
/* WINED3D_CS_OP_SET_MATERIAL */
wined3d_cs_exec_set_material
,
/* WINED3D_CS_OP_RESET_STATE */
wined3d_cs_exec_reset_state
,
};
static
void
*
wined3d_cs_st_require_space
(
struct
wined3d_cs
*
cs
,
size_t
size
)
...
...
dlls/wined3d/device.c
View file @
1e434b52
...
...
@@ -2140,6 +2140,38 @@ struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_devi
return
device
->
state
.
cb
[
WINED3D_SHADER_TYPE_VERTEX
][
idx
];
}
static
void
wined3d_device_set_shader_resource_view
(
struct
wined3d_device
*
device
,
enum
wined3d_shader_type
type
,
UINT
idx
,
struct
wined3d_shader_resource_view
*
view
)
{
struct
wined3d_shader_resource_view
*
prev
;
if
(
idx
>=
MAX_SHADER_RESOURCE_VIEWS
)
{
WARN
(
"Invalid view index %u.
\n
"
,
idx
);
return
;
}
prev
=
device
->
update_state
->
shader_resource_view
[
type
][
idx
];
if
(
view
==
prev
)
return
;
if
(
view
)
wined3d_shader_resource_view_incref
(
view
);
device
->
update_state
->
shader_resource_view
[
type
][
idx
]
=
view
;
if
(
!
device
->
recording
)
wined3d_cs_emit_set_shader_resource_view
(
device
->
cs
,
type
,
idx
,
view
);
if
(
prev
)
wined3d_shader_resource_view_decref
(
prev
);
}
void
CDECL
wined3d_device_set_vs_resource_view
(
struct
wined3d_device
*
device
,
UINT
idx
,
struct
wined3d_shader_resource_view
*
view
)
{
TRACE
(
"device %p, idx %u, view %p.
\n
"
,
device
,
idx
,
view
);
wined3d_device_set_shader_resource_view
(
device
,
WINED3D_SHADER_TYPE_VERTEX
,
idx
,
view
);
}
static
void
wined3d_device_set_sampler
(
struct
wined3d_device
*
device
,
enum
wined3d_shader_type
type
,
UINT
idx
,
struct
wined3d_sampler
*
sampler
)
{
...
...
dlls/wined3d/wined3d.spec
View file @
1e434b52
...
...
@@ -146,6 +146,7 @@
@ cdecl wined3d_device_set_vs_consts_b(ptr long ptr long)
@ cdecl wined3d_device_set_vs_consts_f(ptr long ptr long)
@ cdecl wined3d_device_set_vs_consts_i(ptr long ptr long)
@ cdecl wined3d_device_set_vs_resource_view(ptr long ptr)
@ cdecl wined3d_device_set_vs_sampler(ptr long ptr)
@ cdecl wined3d_device_setup_fullscreen_window(ptr ptr long long)
@ cdecl wined3d_device_show_cursor(ptr long)
...
...
dlls/wined3d/wined3d_private.h
View file @
1e434b52
...
...
@@ -156,16 +156,17 @@ void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
void
wined3d_rb_free
(
void
*
ptr
)
DECLSPEC_HIDDEN
;
/* Device caps */
#define MAX_STREAM_OUT 4
#define MAX_STREAMS 16
#define MAX_TEXTURES 8
#define MAX_FRAGMENT_SAMPLERS 16
#define MAX_VERTEX_SAMPLERS 4
#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
#define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
#define MAX_CONSTANT_BUFFERS 15
#define MAX_SAMPLER_OBJECTS 16
#define MAX_STREAM_OUT 4
#define MAX_STREAMS 16
#define MAX_TEXTURES 8
#define MAX_FRAGMENT_SAMPLERS 16
#define MAX_VERTEX_SAMPLERS 4
#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
#define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
#define MAX_CONSTANT_BUFFERS 15
#define MAX_SAMPLER_OBJECTS 16
#define MAX_SHADER_RESOURCE_VIEWS 128
struct
min_lookup
{
...
...
@@ -1865,6 +1866,7 @@ struct wined3d_state
struct
wined3d_shader
*
shader
[
WINED3D_SHADER_TYPE_COUNT
];
struct
wined3d_buffer
*
cb
[
WINED3D_SHADER_TYPE_COUNT
][
MAX_CONSTANT_BUFFERS
];
struct
wined3d_sampler
*
sampler
[
WINED3D_SHADER_TYPE_COUNT
][
MAX_SAMPLER_OBJECTS
];
struct
wined3d_shader_resource_view
*
shader_resource_view
[
WINED3D_SHADER_TYPE_COUNT
][
MAX_SHADER_RESOURCE_VIEWS
];
BOOL
vs_consts_b
[
MAX_CONST_B
];
INT
vs_consts_i
[
MAX_CONST_I
*
4
];
...
...
@@ -2510,6 +2512,8 @@ void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
enum
wined3d_render_state
state
,
DWORD
value
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_rendertarget_view
(
struct
wined3d_cs
*
cs
,
unsigned
int
view_idx
,
struct
wined3d_rendertarget_view
*
view
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_shader_resource_view
(
struct
wined3d_cs
*
cs
,
enum
wined3d_shader_type
type
,
UINT
view_idx
,
struct
wined3d_shader_resource_view
*
view
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_sampler
(
struct
wined3d_cs
*
cs
,
enum
wined3d_shader_type
type
,
UINT
sampler_idx
,
struct
wined3d_sampler
*
sampler
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_set_sampler_state
(
struct
wined3d_cs
*
cs
,
UINT
sampler_idx
,
...
...
include/wine/wined3d.h
View file @
1e434b52
...
...
@@ -2265,6 +2265,8 @@ HRESULT __cdecl wined3d_device_set_vs_consts_f(struct wined3d_device *device,
UINT
start_register
,
const
float
*
constants
,
UINT
vector4f_count
);
HRESULT
__cdecl
wined3d_device_set_vs_consts_i
(
struct
wined3d_device
*
device
,
UINT
start_register
,
const
int
*
constants
,
UINT
vector4i_count
);
void
__cdecl
wined3d_device_set_vs_resource_view
(
struct
wined3d_device
*
device
,
UINT
idx
,
struct
wined3d_shader_resource_view
*
view
);
void
__cdecl
wined3d_device_set_vs_sampler
(
struct
wined3d_device
*
device
,
UINT
idx
,
struct
wined3d_sampler
*
sampler
);
void
__cdecl
wined3d_device_setup_fullscreen_window
(
struct
wined3d_device
*
device
,
HWND
window
,
UINT
w
,
UINT
h
);
BOOL
__cdecl
wined3d_device_show_cursor
(
struct
wined3d_device
*
device
,
BOOL
show
);
...
...
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