//----------------------------------------------------------------------------
void PdrPixelShader::Enable (Renderer* renderer, const PixelShader* pshader,
                             const ShaderParameters* parameters)
{
    IDirect3DDevice9* device = renderer->mData->mDevice;

    // Enable the buffer by setting the state.
    HRESULT hr = device->SetPixelShader(mShader);
    assertion(hr == D3D_OK, "Failed to enable pixel shader: %s\n",
              DXGetErrorString(hr));

    // Set the shader constants.
    int profile = PixelShader::GetProfile();
    const int numConstants = pshader->GetNumConstants();
    int i;
    for (i = 0; i < numConstants; ++i)
    {
        hr = device->SetPixelShaderConstantF(
                 pshader->GetBaseRegister(profile, i),
                 parameters->GetConstant(i)->GetData(),
                 pshader->GetNumRegistersUsed(i));
        assertion(hr == D3D_OK, "Failed to set shader constant: %s\n",
                  DXGetErrorString(hr));
    }

    SetSamplerState(renderer, pshader, profile, parameters,
                    renderer->mData->mMaxPShaderImages, 0,
                    renderer->mData->mCurrentPSState);
}
void StateManager9::setShaderConstants()
{
    if (!mDxUniformsDirty)
        return;

    IDirect3DDevice9 *device = mRenderer9->getDevice();
    device->SetVertexShaderConstantF(0, reinterpret_cast<float *>(&mVertexConstants),
                                     sizeof(dx_VertexConstants) / sizeof(float[4]));
    device->SetPixelShaderConstantF(0, reinterpret_cast<float *>(&mPixelConstants),
                                    sizeof(dx_PixelConstants) / sizeof(float[4]));
    mDxUniformsDirty = false;
}
Beispiel #3
0
void Blit::saveState()
{
    IDirect3DDevice9 *device = getDevice();

    HRESULT hr;

    device->GetDepthStencilSurface(&mSavedDepthStencil);
    device->GetRenderTarget(0, &mSavedRenderTarget);

    if (mSavedStateBlock == NULL)
    {
        hr = device->BeginStateBlock();
        ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);

        setCommonBlitState();

        static const float dummyConst[4] = { 0, 0, 0, 0 };

        device->SetVertexShader(NULL);
        device->SetVertexShaderConstantF(0, dummyConst, 1);
        device->SetPixelShader(NULL);
        device->SetPixelShaderConstantF(0, dummyConst, 1);

        D3DVIEWPORT9 dummyVp;
        dummyVp.X = 0;
        dummyVp.Y = 0;
        dummyVp.Width = 1;
        dummyVp.Height = 1;
        dummyVp.MinZ = 0;
        dummyVp.MaxZ = 1;

        device->SetViewport(&dummyVp);

        device->SetTexture(0, NULL);

        device->SetStreamSource(0, mQuadVertexBuffer, 0, 0);

        device->SetVertexDeclaration(mQuadVertexDeclaration);

        hr = device->EndStateBlock(&mSavedStateBlock);
        ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
    }

    ASSERT(mSavedStateBlock != NULL);

    if (mSavedStateBlock != NULL)
    {
        hr = mSavedStateBlock->Capture();
        ASSERT(SUCCEEDED(hr));
    }
}
Beispiel #4
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 void GPUContextDX9::bindConstant( size_t inIndex, const float4& inValue )
 {
   HRESULT result = _device->SetPixelShaderConstantF( inIndex, (const float*)&inValue, 1 );
   GPUAssert( !FAILED(result), "SetPixelShaderConstantF failed" );
 }