[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.
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