[PATCH 1/6] d3d10/effect: Go through both local and shared buffers when looking for shader resources.

Nikolay Sivov nsivov at codeweavers.com
Thu Sep 30 14:11:42 CDT 2021



On 9/30/21 10:03 PM, Matteo Bruni wrote:
> On Tue, Sep 28, 2021 at 2:23 PM Nikolay Sivov <nsivov at codeweavers.com> wrote:
>> Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
>> ---
>>  dlls/d3d10/effect.c       | 56 ++++++++++++++++++++++++---------------
>>  dlls/d3d10/tests/effect.c | 53 +++++++++++++++++++++++++-----------
>>  2 files changed, 72 insertions(+), 37 deletions(-)
>>
>> diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
>> index 668efcda666..71660eb399e 100644
>> --- a/dlls/d3d10/effect.c
>> +++ b/dlls/d3d10/effect.c
>> @@ -526,6 +526,35 @@ static BOOL copy_name(const char *ptr, char **name)
>>      return TRUE;
>>  }
>>
>> +static struct d3d10_effect_variable * d3d10_effect_get_buffer_by_name(struct d3d10_effect *effect,
>> +        const char *name)
>> +{
>> +    ID3D10EffectVariable *v;
>> +    unsigned int i;
>> +
>> +    for (i = 0; i < effect->local_buffer_count; ++i)
>> +    {
>> +        struct d3d10_effect_variable *l = &effect->local_buffers[i];
>> +        if (l->name && !strcmp(l->name, name))
>> +        {
>> +            TRACE("Found local buffer %s.\n", debugstr_a(name));
>> +            return l;
>> +        }
>> +    }
>> +
>> +    if (effect->pool)
>> +    {
>> +        if ((v = (ID3D10EffectVariable *)effect->pool->lpVtbl->GetConstantBufferByName(effect->pool, name))
>> +                && v->lpVtbl->IsValid(v))
>> +        {
>> +            TRACE("Found shared buffer %s.\n", debugstr_a(name));
>> +            return impl_from_ID3D10EffectVariable(v);
>> +        }
>> +    }
>> +
>> +    return NULL;
>> +}
>> +
> I wonder if it would be nicer to just loop through the pool effect's
> buffers instead, or at least call d3d10_effect_get_buffer_by_name()
> directly.
Yes, I have no problems with that. Making sure, do you mean storing
"struct d3d10_effect*" for pool, instead of an interface pointer?



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