[v2 6/6] d3dx9: imlement setting named shader constants in effect.

Matteo Bruni matteo.mystral at gmail.com
Mon Mar 14 21:55:38 CDT 2016


2016-03-10 14:51 GMT+01:00 Paul Gofman <gofmanp at gmail.com>:

> +    unsigned i, j;

We usually avoid the bare "unsigned".

> +    for (i = 0; i < parameters_count; i++)
> +        if (params[i] && params[i]->class == D3DXPC_OBJECT && params[i]->type == D3DXPT_SAMPLER)
> +        {
> +            struct d3dx_sampler *sampler;
> +
> +            sampler = (struct d3dx_sampler *)params[i]->data;
> +            TRACE("sampler %s, register index %u, state count %u.\n", params[i]->name,
> +                    cdesc[i].RegisterIndex, sampler->state_count);
> +            for (j = 0; j < sampler->state_count; j++)
> +            {
> +                hr = d3dx9_apply_state(effect, pass, &sampler->states[j],
> +                        cdesc[i].RegisterIndex + (vs ? D3DVERTEXTEXTURESAMPLER0 : 0));
> +                if (FAILED(hr))
> +                    ret = hr;
> +            }
> +        }

It's better to add brackets to the for, for greater clarity.



More information about the wine-devel mailing list