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d3d10: Store shaders directly in d3d10_effect_object.
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@ -49,6 +49,9 @@ void d3d10_rb_free(void *ptr) DECLSPEC_HIDDEN;
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enum d3d10_effect_object_type
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{
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D3D10_EOT_RASTERIZER_STATE = 0x0,
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D3D10_EOT_DEPTH_STENCIL_STATE = 0x1,
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D3D10_EOT_BLEND_STATE = 0x2,
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D3D10_EOT_VERTEXSHADER = 0x6,
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D3D10_EOT_PIXELSHADER = 0x7,
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D3D10_EOT_GEOMETRYSHADER = 0x8,
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@ -71,6 +74,12 @@ struct d3d10_effect_object
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enum d3d10_effect_object_type type;
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DWORD index;
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void *data;
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union
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{
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10GeometryShader *gs;
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} object;
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};
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struct d3d10_effect_shader_signature
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@ -1243,19 +1243,16 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
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case D3D10_EOT_VERTEXSHADER:
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TRACE("Vertex shader\n");
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o->data = &anonymous_vs;
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hr = S_OK;
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break;
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case D3D10_EOT_PIXELSHADER:
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TRACE("Pixel shader\n");
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o->data = &anonymous_ps;
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hr = S_OK;
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break;
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case D3D10_EOT_GEOMETRYSHADER:
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TRACE("Geometry shader\n");
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o->data = &anonymous_gs;
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hr = S_OK;
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break;
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case D3D10_EOT_STENCIL_REF:
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@ -1264,8 +1261,6 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
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ERR("Failed to read stencil ref.\n");
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return E_FAIL;
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}
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hr = S_OK;
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break;
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case D3D10_EOT_SAMPLE_MASK:
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@ -1274,8 +1269,6 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
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FIXME("Failed to read sample mask.\n");
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return E_FAIL;
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}
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hr = S_OK;
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break;
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case D3D10_EOT_BLEND_FACTOR:
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@ -1284,14 +1277,11 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
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FIXME("Failed to read blend factor.\n");
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return E_FAIL;
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}
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hr = S_OK;
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break;
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default:
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FIXME("Unhandled object type %#x\n", o->type);
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hr = E_FAIL;
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break;
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return E_FAIL;
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}
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break;
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@ -1300,7 +1290,6 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
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TRACE("Variable name %s.\n", debugstr_a(data + offset));
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o->data = e->lpVtbl->GetVariableByName(e, data + offset);
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hr = S_OK;
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break;
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case D3D10_EOO_PARSED_OBJECT_INDEX:
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@ -1311,7 +1300,6 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
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TRACE("Variable name %s[%u].\n", debugstr_a(data + offset), o->index);
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o->data = e->lpVtbl->GetVariableByName(e, data + offset);
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hr = S_OK;
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break;
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case D3D10_EOO_ANONYMOUS_SHADER:
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@ -1339,34 +1327,66 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
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switch (o->type)
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{
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case D3D10_EOT_VERTEXSHADER:
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TRACE("Vertex shader\n");
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hr = parse_shader(o->data, data_ptr);
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break;
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case D3D10_EOT_PIXELSHADER:
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TRACE("Pixel shader\n");
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hr = parse_shader(o->data, data_ptr);
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break;
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case D3D10_EOT_GEOMETRYSHADER:
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TRACE("Geometry shader\n");
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hr = parse_shader(o->data, data_ptr);
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if (FAILED(hr = parse_shader(o->data, data_ptr)))
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return hr;
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break;
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default:
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FIXME("Unhandled object type %#x\n", o->type);
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hr = E_FAIL;
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break;
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return E_FAIL;
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}
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break;
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default:
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hr = E_FAIL;
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FIXME("Unhandled operation %#x.\n", operation);
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break;
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return E_FAIL;
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}
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return hr;
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switch (o->type)
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{
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case D3D10_EOT_VERTEXSHADER:
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{
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ID3D10EffectVariable *variable = o->data;
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ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
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if (FAILED(hr = sv->lpVtbl->GetVertexShader(sv, o->index, &o->object.vs)))
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return hr;
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break;
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}
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case D3D10_EOT_PIXELSHADER:
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{
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ID3D10EffectVariable *variable = o->data;
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ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
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if (FAILED(hr = sv->lpVtbl->GetPixelShader(sv, o->index, &o->object.ps)))
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return hr;
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break;
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}
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case D3D10_EOT_GEOMETRYSHADER:
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{
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ID3D10EffectVariable *variable = o->data;
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ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
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if (FAILED(hr = sv->lpVtbl->GetGeometryShader(sv, o->index, &o->object.gs)))
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return hr;
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break;
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}
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case D3D10_EOT_RASTERIZER_STATE:
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case D3D10_EOT_DEPTH_STENCIL_STATE:
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case D3D10_EOT_BLEND_STATE:
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case D3D10_EOT_STENCIL_REF:
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case D3D10_EOT_BLEND_FACTOR:
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case D3D10_EOT_SAMPLE_MASK:
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break;
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default:
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FIXME("Unhandled object type %#x.\n", o->type);
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return E_FAIL;
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}
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return S_OK;
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}
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static HRESULT parse_fx10_pass(struct d3d10_effect_pass *p, const char **ptr, const char *data)
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@ -2093,22 +2113,21 @@ HRESULT d3d10_effect_parse(struct d3d10_effect *This, const void *data, SIZE_T d
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static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
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{
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ID3D10Device *device = o->pass->technique->effect->device;
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struct d3d10_effect_variable *v = (struct d3d10_effect_variable*) o->data;
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TRACE("effect object %p, type %#x.\n", o, o->type);
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switch(o->type)
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{
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case D3D10_EOT_VERTEXSHADER:
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ID3D10Device_VSSetShader(device, ((struct d3d10_effect_shader_variable *)v->data)->shader.vs);
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ID3D10Device_VSSetShader(device, o->object.vs);
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return S_OK;
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case D3D10_EOT_PIXELSHADER:
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ID3D10Device_PSSetShader(device, ((struct d3d10_effect_shader_variable *)v->data)->shader.ps);
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ID3D10Device_PSSetShader(device, o->object.ps);
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return S_OK;
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case D3D10_EOT_GEOMETRYSHADER:
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ID3D10Device_GSSetShader(device, ((struct d3d10_effect_shader_variable *)v->data)->shader.gs);
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ID3D10Device_GSSetShader(device, o->object.gs);
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return S_OK;
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default:
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@ -2198,6 +2217,30 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
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}
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}
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static void d3d10_effect_object_destroy(struct d3d10_effect_object *o)
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{
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switch (o->type)
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{
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case D3D10_EOT_VERTEXSHADER:
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if (o->object.vs)
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ID3D10VertexShader_Release(o->object.vs);
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break;
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case D3D10_EOT_PIXELSHADER:
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if (o->object.ps)
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ID3D10PixelShader_Release(o->object.ps);
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break;
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case D3D10_EOT_GEOMETRYSHADER:
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if (o->object.gs)
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ID3D10GeometryShader_Release(o->object.gs);
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break;
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default:
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break;
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}
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}
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static void d3d10_effect_pass_destroy(struct d3d10_effect_pass *p)
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{
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unsigned int i;
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@ -2205,7 +2248,15 @@ static void d3d10_effect_pass_destroy(struct d3d10_effect_pass *p)
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TRACE("pass %p\n", p);
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HeapFree(GetProcessHeap(), 0, p->name);
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HeapFree(GetProcessHeap(), 0, p->objects);
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if (p->objects)
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{
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for (i = 0; i < p->object_count; ++i)
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{
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d3d10_effect_object_destroy(&p->objects[i]);
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}
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HeapFree(GetProcessHeap(), 0, p->objects);
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}
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if (p->annotations)
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{
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