Commit d1119506 authored by Nikolay Sivov's avatar Nikolay Sivov Committed by Alexandre Julliard

d3d10/effect: Fix handling samplers array binding.

parent e670d0a8
......@@ -3973,6 +3973,29 @@ static void update_buffer(ID3D10Device *device, struct d3d10_effect_variable *v)
b->changed = FALSE;
}
static void set_sampler(ID3D10Device *device, D3D10_SHADER_VARIABLE_TYPE shader_type,
struct d3d10_effect_variable *v, unsigned int bind_point)
{
switch (shader_type)
{
case D3D10_SVT_VERTEXSHADER:
ID3D10Device_VSSetSamplers(device, bind_point, 1, &v->u.state.object.sampler);
break;
case D3D10_SVT_PIXELSHADER:
ID3D10Device_PSSetSamplers(device, bind_point, 1, &v->u.state.object.sampler);
break;
case D3D10_SVT_GEOMETRYSHADER:
ID3D10Device_GSSetSamplers(device, bind_point, 1, &v->u.state.object.sampler);
break;
default:
WARN("Incorrect shader type to bind sampler.\n");
break;
}
}
static void apply_shader_resources(ID3D10Device *device, struct ID3D10EffectShaderVariable *variable)
{
struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(variable);
......@@ -3980,7 +4003,7 @@ static void apply_shader_resources(ID3D10Device *device, struct ID3D10EffectShad
struct d3d10_effect_shader_resource *sr;
struct d3d10_effect_variable *rsrc_v;
ID3D10ShaderResourceView **srv;
unsigned int i;
unsigned int i, j;
for (i = 0; i < sv->resource_count; ++i)
{
......@@ -4045,27 +4068,14 @@ static void apply_shader_resources(ID3D10Device *device, struct ID3D10EffectShad
break;
case D3D10_SIT_SAMPLER:
switch (v->type->basetype)
if (!rsrc_v->type->element_count)
{
case D3D10_SVT_VERTEXSHADER:
ID3D10Device_VSSetSamplers(device, sr->bind_point, sr->bind_count,
&rsrc_v->u.state.object.sampler);
break;
case D3D10_SVT_PIXELSHADER:
ID3D10Device_PSSetSamplers(device, sr->bind_point, sr->bind_count,
&rsrc_v->u.state.object.sampler);
break;
case D3D10_SVT_GEOMETRYSHADER:
ID3D10Device_GSSetSamplers(device, sr->bind_point, sr->bind_count,
&rsrc_v->u.state.object.sampler);
break;
default:
WARN("Incorrect shader type to bind sampler.\n");
break;
set_sampler(device, v->type->basetype, rsrc_v, sr->bind_point);
break;
}
for (j = 0; j < sr->bind_count; ++j)
set_sampler(device, v->type->basetype, &rsrc_v->elements[j], sr->bind_point + j);
break;
default:
......
......@@ -5769,6 +5769,55 @@ static DWORD fx_test_resource_variable[] =
0x00070000, 0x02120000, 0x00070000, 0x00000000, 0x00070000, 0x057a0000, 0x00000000,
};
#if 0
Texture2D t_a[2];
SamplerState s[2] : register(s1);
float4 PS( float4 pos : SV_POSITION ) : SV_Target
{
return t_a[1].Sample(s[1], float2(0, 0));
}
technique10 rsrc_test
{
pass p0
{
SetPixelShader(CompileShader(ps_4_0, PS()));
}
}
#endif
static DWORD fx_test_resource_variable2[] =
{
0x43425844, 0xb62313ac, 0x8116090b, 0xdc1d2951, 0xfc18ca42, 0x00000001, 0x0000035a, 0x00000001,
0x00000024, 0x30315846, 0x0000032e, 0xfeff1001, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
0x00000000, 0x00000000, 0x00000001, 0x0000028a, 0x00000000, 0x00000002, 0x00000000, 0x00000000,
0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x00000000, 0x74786554,
0x32657275, 0x00040044, 0x00020000, 0x00020000, 0x00000000, 0x00000000, 0x00000000, 0x000c0000,
0x5f740000, 0x61530061, 0x656c706d, 0x61745372, 0x2e006574, 0x02000000, 0x02000000, 0x00000000,
0x00000000, 0x00000000, 0x15000000, 0x73000000, 0x72737200, 0x65745f63, 0x70007473, 0x02180030,
0x58440000, 0xb2424342, 0x3c889e83, 0xb8b8fc18, 0x749f2920, 0x0001877a, 0x02180000, 0x00050000,
0x00340000, 0x00c80000, 0x00fc0000, 0x01300000, 0x019c0000, 0x44520000, 0x008c4645, 0x00000000,
0x00000000, 0x00020000, 0x001c0000, 0x04000000, 0x0100ffff, 0x00620000, 0x005c0000, 0x00030000,
0x00000000, 0x00000000, 0x00000000, 0x00010000, 0x00020000, 0x00010000, 0x005e0000, 0x00020000,
0x00050000, 0x00040000, 0xffff0000, 0x0000ffff, 0x00020000, 0x000c0000, 0x00730000, 0x00615f74,
0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d,
0x31207265, 0x00312e30, 0x5349abab, 0x002c4e47, 0x00010000, 0x00080000, 0x00200000, 0x00000000,
0x00010000, 0x00030000, 0x00000000, 0x000f0000, 0x56530000, 0x534f505f, 0x4f495449, 0x534f004e,
0x002c4e47, 0x00010000, 0x00080000, 0x00200000, 0x00000000, 0x00000000, 0x00030000, 0x00000000,
0x000f0000, 0x56530000, 0x7261545f, 0x00746567, 0x4853abab, 0x00645244, 0x00400000, 0x00190000,
0x005a0000, 0x60000300, 0x00020010, 0x18580000, 0x70000400, 0x00010010, 0x55550000, 0x00650000,
0x20f20300, 0x00000010, 0x00450000, 0x20f20c00, 0x00000010, 0x40020000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x7e460000, 0x00010010, 0x60000000, 0x00020010, 0x003e0000, 0x54530100,
0x00745441, 0x00020000, 0x00000000, 0x00000000, 0x00010000, 0x00000000, 0x00000000, 0x00000000,
0x00010000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00010000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00660000, 0x00000000,
0x002a0000, 0x000e0000, 0x00000000, 0xffff0000, 0x0000ffff, 0x00570000, 0x003b0000, 0x00000000,
0xffff0000, 0x0000ffff, 0x00000000, 0x00000000, 0x00590000, 0x00010000, 0x00000000, 0x00630000,
0x00010000, 0x00000000, 0x00070000, 0x00000000, 0x00070000, 0x02820000, 0x00000000,
};
static void create_effect_texture_resource(ID3D10Device *device, ID3D10ShaderResourceView **srv,
ID3D10Texture2D **tex)
{
......@@ -5812,10 +5861,13 @@ static ID3D10EffectShaderResourceVariable *get_effect_shader_resource_variable_(
static void test_effect_resource_variable(void)
{
ID3D10SamplerState *samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
ID3D10ShaderResourceView *srv0, *srv_a[2], *srv_tmp[2];
ID3D10EffectShaderResourceVariable *t0, *t_a, *t_a_0;
ID3D10EffectTechnique *technique;
ID3D10Texture2D *tex0, *tex_a[2];
ID3D10EffectSamplerVariable *s;
ID3D10SamplerState *sampler[2];
D3D10_EFFECT_DESC effect_desc;
D3D10_PASS_DESC pass_desc;
ID3D10EffectVariable *var;
......@@ -5938,6 +5990,45 @@ static void test_effect_resource_variable(void)
effect->lpVtbl->Release(effect);
hr = create_effect(fx_test_resource_variable2, 0, device, NULL, &effect);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
technique = effect->lpVtbl->GetTechniqueByName(effect, "rsrc_test");
ok(!!technique, "Got unexpected technique %p.\n", technique);
pass = technique->lpVtbl->GetPassByName(technique, "p0");
ok(!!pass, "Got unexpected pass %p.\n", pass);
var = effect->lpVtbl->GetVariableByName(effect, "s");
ok(var->lpVtbl->IsValid(var), "Expected valid variable.\n");
s = var->lpVtbl->AsSampler(var);
ok(s->lpVtbl->IsValid(s), "Expected valid sample variable.\n");
hr = s->lpVtbl->GetSampler(s, 0, &sampler[0]);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
hr = s->lpVtbl->GetSampler(s, 1, &sampler[1]);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
hr = pass->lpVtbl->Apply(pass, 0);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
ID3D10Device_PSGetSamplers(device, 0, ARRAY_SIZE(samplers), samplers);
for (i = 0; i < ARRAY_SIZE(samplers); ++i)
{
if (i == 1 || i == 2)
{
ok(samplers[i] == sampler[i - 1], "Unexpected sampler at %u.\n", i);
}
else
ok(!samplers[i], "Unexpected sampler at %u.\n", i);
if (samplers[i])
ID3D10SamplerState_Release(samplers[i]);
}
for (i = 0; i < ARRAY_SIZE(sampler); ++i)
ID3D10SamplerState_Release(sampler[i]);
effect->lpVtbl->Release(effect);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
......
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