[PATCH 7/7] d3d10: Implement D3D10ReflectShader().
kgbricola at web.de
Tue Jul 20 13:20:18 CDT 2010
Am 20.07.2010 11:26, schrieb Henri Verbeet:
> 2010/7/19 Rico Schüller<kgbricola at web.de>:
>> + e[i].SemanticName = get_semantic(data + name_offset);
> I'm not sure this will work, I was under the impression semantics can
> be arbitrary strings. (Which is also why d3d10core goes through the
> trouble of copying the string data.)
Yeah, you are right. Not sure why I changed this. The problem is when I
release the shader reflection the element signature semantic name could
have garbage (when the memory is overwritten). I'll recheck that one.
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