[v6 1/7] d3dx9: Introduce preshaders in effect.

Paul Gofman gofmanp at gmail.com
Sun Mar 27 18:23:04 CDT 2016


I will resend tomorrow morning with these changes and the old+these changes
list.
I can surely fix object creation (presumably just free memory on copy over
duplicate object at the first place). But maybe we should also skip object
data creation for object_id 0 at all? In any case it would be probably
easier to deal with it after finishing off the current patchset, I already
have a few other things for d3dx effects on top of it and it is becoming
difficult to manage :)
On Mon, 28 Mar 2016 at 02:07, Matteo Bruni <matteo.mystral at gmail.com> wrote:

> 2016-03-28 0:54 GMT+02:00 Paul Gofman <gofmanp at gmail.com>:
> > Yes, sorry, this is the case. It looks like I already changed it later in
> > preliminary shared parameters (pool) implementation, but did not get
> back to
> > the right patch in the sequence where it is also a problem.
> > Should I resend the patches with just these changes or wait for your
> > comments on the remaining part?
>
> You can resend, I haven't managed to seriously review the other
> patches in this iteration anyway :/ I'll try to take some time to
> review them tomorrow either way.
> Only noticed a nitpick, in patch 2/7 there is an if with no brackets
> followed by its else with them. You should add brackets to the if too.
>
> > PS I think there might be also a similar problem for object creation in
> > effect parsing when there are multiple object_id 0 in effect (which is
> > accompanied by a warning that object is already created which is seen
> quite
> > often), data copying code does not free existing pointer.
>
> Right. I'll write a patch for that, if you don't get there first.
>
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