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tests/shader-runner: Pass uniforms to vertex shaders in d3d9 and d3d11.
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Alexandre Julliard
2024-03-11 23:06:28 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/694
@ -620,6 +620,7 @@ static bool d3d11_runner_draw(struct shader_runner *r,
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{
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER,
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runner->r.uniform_count * sizeof(*runner->r.uniforms), 0, runner->r.uniforms);
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ID3D11DeviceContext_VSSetConstantBuffers(context, 0, 1, &cb);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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}
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@ -345,6 +345,10 @@ static bool d3d9_runner_draw(struct shader_runner *r,
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if (runner->r.uniform_count)
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{
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0,
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(const float *)runner->r.uniforms, runner->r.uniform_count / 4);
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ok(hr == D3D_OK, "Failed to set uniforms, hr %#lx.\n", hr);
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0,
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(const float *)runner->r.uniforms, runner->r.uniform_count / 4);
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ok(hr == D3D_OK, "Failed to set uniforms, hr %#lx.\n", hr);
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