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

Matteo Bruni matteo.mystral at gmail.com
Thu Sep 30 14:18:19 CDT 2021


On Thu, Sep 30, 2021 at 9:11 PM Nikolay Sivov <nsivov at codeweavers.com> wrote:
>
>
>
> 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?

Probably, if it doesn't make other stuff more complicated (it shouldn't).
I guess you could check that native doesn't support "custom" pools
either, just to be sure that we won't ever need to go back on this.



More information about the wine-devel mailing list