[v11 4/4] d3dx9: Implement setting named shader constants in effect.

Matteo Bruni matteo.mystral at gmail.com
Wed Apr 13 15:01:54 CDT 2016


2016-04-12 11:34 GMT+02:00 Paul Gofman <gofmanp at gmail.com>:

>  static HRESULT d3dx9_apply_state(struct ID3DXEffectImpl *effect, struct d3dx_pass *pass,
> -        struct d3dx_state *state, int parent_index)
> +        struct d3dx_state *state, unsigned int parent_index);
> +
> +HRESULT d3dx_set_shader_const_fxlc(struct ID3DXEffectImpl *effect, struct d3dx_pass *pass,
> +        struct d3dx_parameter *param, BOOL vs)

Nitpick, the _fxlc suffix doesn't seem correct at this point I think.
Just call it d3dx_effect_set_shader_constants() or something similar?
The function can probably be static too.

> +static HRESULT set_shader_constants_device(struct IDirect3DDevice9 *device, struct d3dx_regstore *rs,
> +        D3DXPARAMETER_TYPE type, enum pres_reg_tables table)
> +{
> +    unsigned int start, n;

Maybe call it "count" instead of "n"? It's up to you though.



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