[PATCH 10/10] d3d10: Apply shader resources for shaders used in pass.

Matteo Bruni matteo.mystral at gmail.com
Wed Jan 22 09:47:46 CST 2020


On Sat, Dec 7, 2019 at 7:24 PM Connor McAdams <conmanx360 at gmail.com> wrote:
>
> Apply resources that are used by the shaders within the effect pass.
>
> Signed-off-by: Connor McAdams <conmanx360 at gmail.com>
> ---
>  dlls/d3d10/effect.c | 106 ++++++++++++++++++++++++++++++++++++++++++++
>  1 file changed, 106 insertions(+)
>
> diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
> index df95724f95..235d7ed9b2 100644
> --- a/dlls/d3d10/effect.c
> +++ b/dlls/d3d10/effect.c
> @@ -3651,9 +3651,102 @@ static struct ID3D10EffectVariable * STDMETHODCALLTYPE d3d10_effect_pass_GetAnno
>      return &null_variable.ID3D10EffectVariable_iface;
>  }
>
> +static void write_localbuffer(ID3D10Device *device, struct d3d10_effect_variable *v)

Maybe update_buffer()? I think it makes sense to move the changed
check into the function too, but I don't feel strongly about it.



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