[PATCH] d3d10: Implement D3D10CompileEffectFromMemory().

Valentin Mitrea mitrea.valentin at gmail.com
Fri Apr 20 19:15:58 CDT 2018


Hello Matteo, and thanks for the reply :).

> This is probably okay in principle, for the time being (but adding a
> small test would be even better). Did you actually try it with the
> application in the bug and native d3dcompiler (our d3dcompiler doesn't
> do much yet)?

I haven't tried running the Livestream Procaster application mentioned in
the Bugzilla entry. If needed, I could have a look on it, but maybe there is
someone with a little more experience with this application? I've never
used it before.

>  Period at the end of the TRACE message, please (before the \n, of
course).

Ah sorry, I didn't know that I should end TRACE messages with period.

> You probably have to pass a valid entrypoint name. For d3dx9 / fx_2_0
> that would be "main", no idea if that also applies to d3d10 / fx_4_0.
> The comment isn't necessary IMO, but it doesn't hurt I guess.

MSDN says that you have to pass a NULL entrypoint when compiling effects,
because the parameter is not used.
Also, we probably have to give another implementation for the
D3D10CompileEffectFromMemory() function from d3d10_1. At the moment,
that function is just a redirect to the d3d10 one (and, from what I
understood,
the d3d10_1 library should use the fx_4_1 profile).

I can remove that comment. I saw it used for another D3DCompile() call, so I
wanted to be consistent.

I will make these small mentioned changes and submit them either in a new
version of this patch (if it is rejected) or in a new one.
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://www.winehq.org/pipermail/wine-devel/attachments/20180421/b03bb9e6/attachment-0001.html>


More information about the wine-devel mailing list