[PATCH 4/8] d3d10/effect: Explicitly store rasterizer state variable.

Nikolay Sivov nsivov at codeweavers.com
Thu Oct 7 14:18:56 CDT 2021



On 10/7/21 9:44 PM, Matteo Bruni wrote:
> Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
> ---
> This one (and similarly the following two, obviously) could have used
> a mention in the commit subject or message about fixing
> D3D10_EOO_CONST_INDEX rasterizer state settings. Any known game that's
> affected by this?
I'm not aware of a specific game. It's just something that works
uniformly for every object type.
>
> BTW, this will need to be changed again to allow for
> D3D10_EOO_VAR_INDEX (assuming that's possible for rasterizer state)
> since the index is not known at parse time. It's a step in the right
> direction though.
Not changed, but extended. For dynamic changes I was thinking about
keeping an array of
{propid,EOO,{var|var+index_var|var+index_expression|expression}}.
This way it will have to be refreshed on Apply(), by iterating over
these, checking for changed/dirty vars. The point is that separate index
value in main structure is only useful for shaders, because you have to
return it.



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