[PATCH 5/5] d3d10/effect: Give a name to value assignment type field.
Nikolay Sivov
nsivov at codeweavers.com
Wed Aug 25 13:39:50 CDT 2021
On 8/25/21 8:39 PM, Matteo Bruni wrote:
> On Mon, Aug 23, 2021 at 10:24 AM Nikolay Sivov <nsivov at codeweavers.com> wrote:
>> Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
>> ---
>> dlls/d3d10/effect.c | 4 ++--
>> 1 file changed, 2 insertions(+), 2 deletions(-)
>>
>> diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
>> index ae709b91759..3b3d48c50a8 100644
>> --- a/dlls/d3d10/effect.c
>> +++ b/dlls/d3d10/effect.c
>> @@ -1408,7 +1408,7 @@ static BOOL parse_fx10_state_group(const char *data, size_t data_size,
>> const char **ptr, D3D_SHADER_VARIABLE_TYPE container_type, void *container)
>> {
>> const struct d3d10_effect_state_property_info *property_info;
>> - UINT value_offset;
>> + UINT value_offset, operation;
>> unsigned int i;
>> DWORD count;
>> UINT idx;
>> @@ -1421,7 +1421,7 @@ static BOOL parse_fx10_state_group(const char *data, size_t data_size,
>> {
>> read_dword(ptr, &id);
>> read_dword(ptr, &idx);
>> - skip_dword_unknown("read property", ptr, 1);
>> + read_dword(ptr, &operation);
>> read_dword(ptr, &value_offset);
>>
>> if (!(property_info = get_property_info(id)))
> Is it supposed to be used somehow, eventually?
Yes, I believe it's the same EOO assignment type. For one thing I tried
with fx_3 style of sampler states, was:
Texture tex[2];
sampler_state
{
...
Texture = tex[0]
}
And that works both at compiler and effect creation level. I don't have
more details right now, but I think assignment handling should be
unified between state group and parse_object helpers.
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