[PATCH 6/7] d3d10/effect: Make it clear which assignment types are supported in state groups.

Matteo Bruni matteo.mystral at gmail.com
Fri Oct 1 15:07:24 CDT 2021


On Fri, Oct 1, 2021 at 8:14 AM Nikolay Sivov <nsivov at codeweavers.com> wrote:
>
> Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
> ---
>  dlls/d3d10/d3d10_private.h |  8 +++++---
>  dlls/d3d10/effect.c        | 25 ++++++++++++++++++-------
>  2 files changed, 23 insertions(+), 10 deletions(-)
>
> diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h
> index f980007427f..3fd17c7400d 100644
> --- a/dlls/d3d10/d3d10_private.h
> +++ b/dlls/d3d10/d3d10_private.h
> @@ -60,9 +60,11 @@ enum d3d10_effect_object_type_flags
>
>  enum d3d10_effect_object_operation
>  {
> -    D3D10_EOO_VALUE = 1,
> -    D3D10_EOO_PARSED_OBJECT = 2,
> -    D3D10_EOO_PARSED_OBJECT_INDEX = 3,
> +    D3D10_EOO_CONST = 1,
> +    D3D10_EOO_VAR = 2,
> +    D3D10_EOO_CONST_INDEX = 3,
> +    D3D10_EOO_VAR_INDEX = 4,
> +    D3D10_EOO_INDEX_EXPRESSION = 5,
>      D3D10_EOO_ANONYMOUS_SHADER = 7,
>  };

I like the changes, although now D3D10_EOO_ANONYMOUS_SHADER sticks out
like a sore thumb (it's still more of a "what it is" rather than "how
is the state computed"). How does that fit D3D10_EOO_ANONYMOUS_SHADER
in that?
Related question, what is the value used for FXLVM-computed states?



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