[v7 2/7] d3dx9: Implement preshader parsing.

Paul Gofman gofmanp at gmail.com
Tue Mar 29 08:33:24 CDT 2016


On 03/29/2016 04:25 PM, Matteo Bruni wrote:
>
> I'm okay with printing the pointer or similar info but that kind of
> trace is pretty ugly. You could trace the pointer when you allocate
> the struct, or together with the struct state pointer / the state
> parameter in the caller. I guess you can also leave the trace there,
> if it says something like:
>
> TRACE("Created parameter evaluator %p.\n", *peval_out);
This is almost exactly what I am suggesting in the next e-mail I've just
sent.
> BTW, notice that you are never checking the return value from
> d3dx_create_param_eval(). You should either do that or remove the
> return value from the function altogether.
>
I removed all the return value checks from creating param evaluator to
let the program continue and not to fail effect creation, exactly as it
did without preshaders before. I have nothing to do with the return
value at the creation right now. At the same time, having such a
function with parsing and a lot of possible errors without return value
would seem very strange. Maybe we could keep the return value in case we
will need this in future? E. g. we may want to decide to fail shaders
creation on preshader parsing failure.




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