[v2 PATCH 1/2] d3d10/effect: Get rid of unnecessary cast in ID3D10EffectPass::GetDesc().
Nikolay Sivov
nsivov at codeweavers.com
Thu Aug 12 02:33:53 CDT 2021
Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
---
dlls/d3d10/effect.c | 18 +++++++++---------
1 file changed, 9 insertions(+), 9 deletions(-)
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index 15b71aab1b7..64dd9ac9312 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -3559,33 +3559,33 @@ static BOOL STDMETHODCALLTYPE d3d10_effect_pass_IsValid(ID3D10EffectPass *iface)
static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *iface,
D3D10_PASS_DESC *desc)
{
- struct d3d10_effect_pass *This = impl_from_ID3D10EffectPass(iface);
+ struct d3d10_effect_pass *pass = impl_from_ID3D10EffectPass(iface);
struct d3d10_effect_shader_variable *s;
FIXME("iface %p, desc %p partial stub!\n", iface, desc);
- if(This == &null_pass)
+ if (pass == &null_pass)
{
WARN("Null pass specified\n");
return E_FAIL;
}
- if(!desc)
+ if (!desc)
{
WARN("Invalid argument specified\n");
return E_INVALIDARG;
}
+ s = &impl_from_ID3D10EffectShaderVariable(pass->vs.pShaderVariable)->u.shader;
+
memset(desc, 0, sizeof(*desc));
- desc->Name = This->name;
- s = &impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)This->vs.pShaderVariable)->u.shader;
+ desc->Name = pass->name;
desc->pIAInputSignature = (BYTE *)s->input_signature.signature;
desc->IAInputSignatureSize = s->input_signature.signature_size;
-
- desc->StencilRef = This->stencil_ref;
- desc->SampleMask = This->sample_mask;
- memcpy(desc->BlendFactor, This->blend_factor, 4 * sizeof(float));
+ desc->StencilRef = pass->stencil_ref;
+ desc->SampleMask = pass->sample_mask;
+ memcpy(desc->BlendFactor, pass->blend_factor, 4 * sizeof(float));
return S_OK;
}
--
2.30.2
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