Commit 2dd1b379 authored by Rico Schüller's avatar Rico Schüller Committed by Alexandre Julliard

d3d10: Rename struct d3d10_effect_variable to struct d3d10_effect_object.

The name d3d10_effect_variable is somewhat misleading, since these aren't actually effect variables as returned by e.g. ID3D10Effect::GetVariableByName(), but effect objects as referenced by effect passes.
parent ae8e8ac7
......@@ -31,17 +31,17 @@
/* TRACE helper functions */
const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type);
enum d3d10_effect_variable_type
enum d3d10_effect_object_type
{
D3D10_EVT_VERTEXSHADER = 6,
D3D10_EVT_PIXELSHADER = 7,
D3D10_EVT_GEOMETRYSHADER = 8,
D3D10_EOT_VERTEXSHADER = 6,
D3D10_EOT_PIXELSHADER = 7,
D3D10_EOT_GEOMETRYSHADER = 8,
};
struct d3d10_effect_variable
struct d3d10_effect_object
{
struct d3d10_effect_pass *pass;
enum d3d10_effect_variable_type type;
enum d3d10_effect_object_type type;
DWORD idx_offset;
void *data;
};
......@@ -73,8 +73,8 @@ struct d3d10_effect_pass
struct d3d10_effect_technique *technique;
char *name;
DWORD start;
DWORD variable_count;
struct d3d10_effect_variable *variables;
DWORD object_count;
struct d3d10_effect_object *objects;
};
/* ID3D10EffectTechnique */
......
......@@ -206,16 +206,16 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag
return S_OK;
}
static HRESULT parse_shader(struct d3d10_effect_variable *v, const char *data)
static HRESULT parse_shader(struct d3d10_effect_object *o, const char *data)
{
ID3D10Device *device = v->pass->technique->effect->device;
ID3D10Device *device = o->pass->technique->effect->device;
struct d3d10_effect_shader_variable *s;
const char *ptr = data;
DWORD dxbc_size;
HRESULT hr;
v->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct d3d10_effect_shader_variable));
if (!v->data)
o->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct d3d10_effect_shader_variable));
if (!o->data)
{
ERR("Failed to allocate shader variable memory\n");
return E_OUTOFMEMORY;
......@@ -223,23 +223,23 @@ static HRESULT parse_shader(struct d3d10_effect_variable *v, const char *data)
if (!ptr) return S_OK;
s = v->data;
s = o->data;
read_dword(&ptr, &dxbc_size);
TRACE("dxbc size: %#x\n", dxbc_size);
switch (v->type)
switch (o->type)
{
case D3D10_EVT_VERTEXSHADER:
case D3D10_EOT_VERTEXSHADER:
hr = ID3D10Device_CreateVertexShader(device, ptr, dxbc_size, &s->shader.vs);
if (FAILED(hr)) return hr;
break;
case D3D10_EVT_PIXELSHADER:
case D3D10_EOT_PIXELSHADER:
hr = ID3D10Device_CreatePixelShader(device, ptr, dxbc_size, &s->shader.ps);
if (FAILED(hr)) return hr;
break;
case D3D10_EVT_GEOMETRYSHADER:
case D3D10_EOT_GEOMETRYSHADER:
hr = ID3D10Device_CreateGeometryShader(device, ptr, dxbc_size, &s->shader.gs);
if (FAILED(hr)) return hr;
break;
......@@ -248,21 +248,21 @@ static HRESULT parse_shader(struct d3d10_effect_variable *v, const char *data)
return parse_dxbc(ptr, dxbc_size, shader_chunk_handler, s);
}
static HRESULT parse_fx10_variable(struct d3d10_effect_variable *v, const char *data)
static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char *data)
{
const char *ptr;
DWORD offset;
HRESULT hr;
ptr = data + v->idx_offset;
ptr = data + o->idx_offset;
read_dword(&ptr, &offset);
TRACE("Variable of type %#x starts at offset %#x\n", v->type, offset);
TRACE("Effect object of type %#x starts at offset %#x.\n", o->type, offset);
/* FIXME: This probably isn't completely correct. */
if (offset == 1)
{
WARN("Skipping variable\n");
WARN("Skipping effect object.\n");
ptr = NULL;
}
else
......@@ -270,25 +270,25 @@ static HRESULT parse_fx10_variable(struct d3d10_effect_variable *v, const char *
ptr = data + offset;
}
switch (v->type)
switch (o->type)
{
case D3D10_EVT_VERTEXSHADER:
case D3D10_EOT_VERTEXSHADER:
TRACE("Vertex shader\n");
hr = parse_shader(v, ptr);
hr = parse_shader(o, ptr);
break;
case D3D10_EVT_PIXELSHADER:
case D3D10_EOT_PIXELSHADER:
TRACE("Pixel shader\n");
hr = parse_shader(v, ptr);
hr = parse_shader(o, ptr);
break;
case D3D10_EVT_GEOMETRYSHADER:
case D3D10_EOT_GEOMETRYSHADER:
TRACE("Geometry shader\n");
hr = parse_shader(v, ptr);
hr = parse_shader(o, ptr);
break;
default:
FIXME("Unhandled variable type %#x\n", v->type);
FIXME("Unhandled object type %#x\n", o->type);
hr = E_FAIL;
break;
}
......@@ -313,33 +313,33 @@ static HRESULT parse_fx10_pass(struct d3d10_effect_pass *p, const char **ptr, co
}
TRACE("Pass name: %s.\n", p->name);
read_dword(ptr, &p->variable_count);
TRACE("Pass has %u variables.\n", p->variable_count);
read_dword(ptr, &p->object_count);
TRACE("Pass has %u effect objects.\n", p->object_count);
skip_dword_unknown(ptr, 1);
p->variables = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, p->variable_count * sizeof(*p->variables));
if (!p->variables)
p->objects = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, p->object_count * sizeof(*p->objects));
if (!p->objects)
{
ERR("Failed to allocate variables memory.\n");
ERR("Failed to allocate effect objects memory.\n");
return E_OUTOFMEMORY;
}
for (i = 0; i < p->variable_count; ++i)
for (i = 0; i < p->object_count; ++i)
{
struct d3d10_effect_variable *v = &p->variables[i];
struct d3d10_effect_object *o = &p->objects[i];
v->pass = p;
o->pass = p;
read_dword(ptr, &v->type);
TRACE("Variable %u is of type %#x.\n", i, v->type);
read_dword(ptr, &o->type);
TRACE("Effect object %u is of type %#x.\n", i, o->type);
skip_dword_unknown(ptr, 2);
read_dword(ptr, &v->idx_offset);
TRACE("Variable %u idx is at offset %#x.\n", i, v->idx_offset);
read_dword(ptr, &o->idx_offset);
TRACE("Effect object %u idx is at offset %#x.\n", i, o->idx_offset);
hr = parse_fx10_variable(v, data);
hr = parse_fx10_object(o, data);
if (FAILED(hr)) return hr;
}
......@@ -558,46 +558,46 @@ HRESULT d3d10_effect_parse(struct d3d10_effect *This, const void *data, SIZE_T d
return parse_dxbc(data, data_size, fx10_chunk_handler, This);
}
static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
static void d3d10_effect_object_destroy(struct d3d10_effect_object *o)
{
TRACE("variable %p\n", v);
TRACE("effect object %p.\n", o);
switch(v->type)
switch(o->type)
{
case D3D10_EVT_VERTEXSHADER:
case D3D10_EVT_PIXELSHADER:
case D3D10_EVT_GEOMETRYSHADER:
HeapFree(GetProcessHeap(), 0, ((struct d3d10_effect_shader_variable *)v->data)->input_signature);
case D3D10_EOT_VERTEXSHADER:
case D3D10_EOT_PIXELSHADER:
case D3D10_EOT_GEOMETRYSHADER:
HeapFree(GetProcessHeap(), 0, ((struct d3d10_effect_shader_variable *)o->data)->input_signature);
break;
default:
break;
}
HeapFree(GetProcessHeap(), 0, v->data);
HeapFree(GetProcessHeap(), 0, o->data);
}
static HRESULT d3d10_effect_variable_apply(struct d3d10_effect_variable *v)
static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
{
ID3D10Device *device = v->pass->technique->effect->device;
ID3D10Device *device = o->pass->technique->effect->device;
TRACE("variable %p, type %#x\n", v, v->type);
TRACE("effect object %p, type %#x.\n", o, o->type);
switch(v->type)
switch(o->type)
{
case D3D10_EVT_VERTEXSHADER:
ID3D10Device_VSSetShader(device, ((struct d3d10_effect_shader_variable *)v->data)->shader.vs);
case D3D10_EOT_VERTEXSHADER:
ID3D10Device_VSSetShader(device, ((struct d3d10_effect_shader_variable *)o->data)->shader.vs);
return S_OK;
case D3D10_EVT_PIXELSHADER:
ID3D10Device_PSSetShader(device, ((struct d3d10_effect_shader_variable *)v->data)->shader.ps);
case D3D10_EOT_PIXELSHADER:
ID3D10Device_PSSetShader(device, ((struct d3d10_effect_shader_variable *)o->data)->shader.ps);
return S_OK;
case D3D10_EVT_GEOMETRYSHADER:
ID3D10Device_GSSetShader(device, ((struct d3d10_effect_shader_variable *)v->data)->shader.gs);
case D3D10_EOT_GEOMETRYSHADER:
ID3D10Device_GSSetShader(device, ((struct d3d10_effect_shader_variable *)o->data)->shader.gs);
return S_OK;
default:
FIXME("Unhandled variable type %#x\n", v->type);
FIXME("Unhandled effect object type %#x.\n", o->type);
return E_FAIL;
}
}
......@@ -607,14 +607,14 @@ static void d3d10_effect_pass_destroy(struct d3d10_effect_pass *p)
TRACE("pass %p\n", p);
HeapFree(GetProcessHeap(), 0, p->name);
if (p->variables)
if (p->objects)
{
unsigned int i;
for (i = 0; i < p->variable_count; ++i)
for (i = 0; i < p->object_count; ++i)
{
d3d10_effect_variable_destroy(&p->variables[i]);
d3d10_effect_object_destroy(&p->objects[i]);
}
HeapFree(GetProcessHeap(), 0, p->variables);
HeapFree(GetProcessHeap(), 0, p->objects);
}
}
......@@ -978,12 +978,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *ifa
memset(desc, 0, sizeof(*desc));
desc->Name = This->name;
for (i = 0; i < This->variable_count; ++i)
for (i = 0; i < This->object_count; ++i)
{
struct d3d10_effect_variable *v = &This->variables[i];
if (v->type == D3D10_EVT_VERTEXSHADER)
struct d3d10_effect_object *o = &This->objects[i];
if (o->type == D3D10_EOT_VERTEXSHADER)
{
struct d3d10_effect_shader_variable *s = v->data;
struct d3d10_effect_shader_variable *s = o->data;
desc->pIAInputSignature = (BYTE *)s->input_signature;
desc->IAInputSignatureSize = s->input_signature_size;
break;
......@@ -1043,9 +1043,9 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface
if (flags) FIXME("Ignoring flags (%#x)\n", flags);
for (i = 0; i < This->variable_count; ++i)
for (i = 0; i < This->object_count; ++i)
{
hr = d3d10_effect_variable_apply(&This->variables[i]);
hr = d3d10_effect_object_apply(&This->objects[i]);
if (FAILED(hr)) break;
}
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment