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d3d10: Rename struct d3d10_effect_variable to struct d3d10_effect_object.
The name d3d10_effect_variable is somewhat misleading, since these aren't actually effect variables as returned by e.g. ID3D10Effect::GetVariableByName(), but effect objects as referenced by effect passes.
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@ -31,17 +31,17 @@
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/* TRACE helper functions */
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const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type);
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enum d3d10_effect_variable_type
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enum d3d10_effect_object_type
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{
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D3D10_EVT_VERTEXSHADER = 6,
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D3D10_EVT_PIXELSHADER = 7,
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D3D10_EVT_GEOMETRYSHADER = 8,
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D3D10_EOT_VERTEXSHADER = 6,
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D3D10_EOT_PIXELSHADER = 7,
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D3D10_EOT_GEOMETRYSHADER = 8,
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};
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struct d3d10_effect_variable
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struct d3d10_effect_object
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{
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struct d3d10_effect_pass *pass;
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enum d3d10_effect_variable_type type;
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enum d3d10_effect_object_type type;
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DWORD idx_offset;
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void *data;
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};
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@ -73,8 +73,8 @@ struct d3d10_effect_pass
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struct d3d10_effect_technique *technique;
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char *name;
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DWORD start;
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DWORD variable_count;
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struct d3d10_effect_variable *variables;
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DWORD object_count;
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struct d3d10_effect_object *objects;
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};
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/* ID3D10EffectTechnique */
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@ -206,16 +206,16 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag
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return S_OK;
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}
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static HRESULT parse_shader(struct d3d10_effect_variable *v, const char *data)
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static HRESULT parse_shader(struct d3d10_effect_object *o, const char *data)
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{
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ID3D10Device *device = v->pass->technique->effect->device;
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ID3D10Device *device = o->pass->technique->effect->device;
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struct d3d10_effect_shader_variable *s;
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const char *ptr = data;
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DWORD dxbc_size;
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HRESULT hr;
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v->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct d3d10_effect_shader_variable));
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if (!v->data)
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o->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct d3d10_effect_shader_variable));
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if (!o->data)
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{
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ERR("Failed to allocate shader variable memory\n");
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return E_OUTOFMEMORY;
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@ -223,23 +223,23 @@ static HRESULT parse_shader(struct d3d10_effect_variable *v, const char *data)
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if (!ptr) return S_OK;
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s = v->data;
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s = o->data;
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read_dword(&ptr, &dxbc_size);
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TRACE("dxbc size: %#x\n", dxbc_size);
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switch (v->type)
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switch (o->type)
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{
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case D3D10_EVT_VERTEXSHADER:
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case D3D10_EOT_VERTEXSHADER:
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hr = ID3D10Device_CreateVertexShader(device, ptr, dxbc_size, &s->shader.vs);
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if (FAILED(hr)) return hr;
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break;
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case D3D10_EVT_PIXELSHADER:
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case D3D10_EOT_PIXELSHADER:
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hr = ID3D10Device_CreatePixelShader(device, ptr, dxbc_size, &s->shader.ps);
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if (FAILED(hr)) return hr;
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break;
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case D3D10_EVT_GEOMETRYSHADER:
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case D3D10_EOT_GEOMETRYSHADER:
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hr = ID3D10Device_CreateGeometryShader(device, ptr, dxbc_size, &s->shader.gs);
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if (FAILED(hr)) return hr;
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break;
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@ -248,21 +248,21 @@ static HRESULT parse_shader(struct d3d10_effect_variable *v, const char *data)
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return parse_dxbc(ptr, dxbc_size, shader_chunk_handler, s);
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}
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static HRESULT parse_fx10_variable(struct d3d10_effect_variable *v, const char *data)
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static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char *data)
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{
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const char *ptr;
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DWORD offset;
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HRESULT hr;
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ptr = data + v->idx_offset;
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ptr = data + o->idx_offset;
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read_dword(&ptr, &offset);
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TRACE("Variable of type %#x starts at offset %#x\n", v->type, offset);
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TRACE("Effect object of type %#x starts at offset %#x.\n", o->type, offset);
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/* FIXME: This probably isn't completely correct. */
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if (offset == 1)
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{
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WARN("Skipping variable\n");
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WARN("Skipping effect object.\n");
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ptr = NULL;
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}
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else
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@ -270,25 +270,25 @@ static HRESULT parse_fx10_variable(struct d3d10_effect_variable *v, const char *
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ptr = data + offset;
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}
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switch (v->type)
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switch (o->type)
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{
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case D3D10_EVT_VERTEXSHADER:
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case D3D10_EOT_VERTEXSHADER:
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TRACE("Vertex shader\n");
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hr = parse_shader(v, ptr);
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hr = parse_shader(o, ptr);
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break;
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case D3D10_EVT_PIXELSHADER:
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case D3D10_EOT_PIXELSHADER:
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TRACE("Pixel shader\n");
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hr = parse_shader(v, ptr);
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hr = parse_shader(o, ptr);
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break;
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case D3D10_EVT_GEOMETRYSHADER:
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case D3D10_EOT_GEOMETRYSHADER:
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TRACE("Geometry shader\n");
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hr = parse_shader(v, ptr);
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hr = parse_shader(o, ptr);
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break;
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default:
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FIXME("Unhandled variable type %#x\n", v->type);
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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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}
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@ -313,33 +313,33 @@ static HRESULT parse_fx10_pass(struct d3d10_effect_pass *p, const char **ptr, co
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}
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TRACE("Pass name: %s.\n", p->name);
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read_dword(ptr, &p->variable_count);
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TRACE("Pass has %u variables.\n", p->variable_count);
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read_dword(ptr, &p->object_count);
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TRACE("Pass has %u effect objects.\n", p->object_count);
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skip_dword_unknown(ptr, 1);
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p->variables = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, p->variable_count * sizeof(*p->variables));
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if (!p->variables)
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p->objects = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, p->object_count * sizeof(*p->objects));
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if (!p->objects)
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{
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ERR("Failed to allocate variables memory.\n");
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ERR("Failed to allocate effect objects memory.\n");
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return E_OUTOFMEMORY;
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}
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for (i = 0; i < p->variable_count; ++i)
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for (i = 0; i < p->object_count; ++i)
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{
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struct d3d10_effect_variable *v = &p->variables[i];
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struct d3d10_effect_object *o = &p->objects[i];
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v->pass = p;
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o->pass = p;
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read_dword(ptr, &v->type);
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TRACE("Variable %u is of type %#x.\n", i, v->type);
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read_dword(ptr, &o->type);
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TRACE("Effect object %u is of type %#x.\n", i, o->type);
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skip_dword_unknown(ptr, 2);
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read_dword(ptr, &v->idx_offset);
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TRACE("Variable %u idx is at offset %#x.\n", i, v->idx_offset);
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read_dword(ptr, &o->idx_offset);
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TRACE("Effect object %u idx is at offset %#x.\n", i, o->idx_offset);
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hr = parse_fx10_variable(v, data);
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hr = parse_fx10_object(o, data);
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if (FAILED(hr)) return hr;
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}
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@ -558,46 +558,46 @@ HRESULT d3d10_effect_parse(struct d3d10_effect *This, const void *data, SIZE_T d
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return parse_dxbc(data, data_size, fx10_chunk_handler, This);
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}
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static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
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static void d3d10_effect_object_destroy(struct d3d10_effect_object *o)
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{
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TRACE("variable %p\n", v);
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TRACE("effect object %p.\n", o);
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switch(v->type)
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switch(o->type)
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{
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case D3D10_EVT_VERTEXSHADER:
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case D3D10_EVT_PIXELSHADER:
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case D3D10_EVT_GEOMETRYSHADER:
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HeapFree(GetProcessHeap(), 0, ((struct d3d10_effect_shader_variable *)v->data)->input_signature);
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case D3D10_EOT_VERTEXSHADER:
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case D3D10_EOT_PIXELSHADER:
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case D3D10_EOT_GEOMETRYSHADER:
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HeapFree(GetProcessHeap(), 0, ((struct d3d10_effect_shader_variable *)o->data)->input_signature);
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break;
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default:
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break;
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}
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HeapFree(GetProcessHeap(), 0, v->data);
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HeapFree(GetProcessHeap(), 0, o->data);
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}
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static HRESULT d3d10_effect_variable_apply(struct d3d10_effect_variable *v)
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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 = v->pass->technique->effect->device;
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ID3D10Device *device = o->pass->technique->effect->device;
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TRACE("variable %p, type %#x\n", v, v->type);
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TRACE("effect object %p, type %#x.\n", o, o->type);
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switch(v->type)
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switch(o->type)
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{
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case D3D10_EVT_VERTEXSHADER:
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ID3D10Device_VSSetShader(device, ((struct d3d10_effect_shader_variable *)v->data)->shader.vs);
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case D3D10_EOT_VERTEXSHADER:
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ID3D10Device_VSSetShader(device, ((struct d3d10_effect_shader_variable *)o->data)->shader.vs);
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return S_OK;
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case D3D10_EVT_PIXELSHADER:
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ID3D10Device_PSSetShader(device, ((struct d3d10_effect_shader_variable *)v->data)->shader.ps);
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case D3D10_EOT_PIXELSHADER:
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ID3D10Device_PSSetShader(device, ((struct d3d10_effect_shader_variable *)o->data)->shader.ps);
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return S_OK;
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case D3D10_EVT_GEOMETRYSHADER:
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ID3D10Device_GSSetShader(device, ((struct d3d10_effect_shader_variable *)v->data)->shader.gs);
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case D3D10_EOT_GEOMETRYSHADER:
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ID3D10Device_GSSetShader(device, ((struct d3d10_effect_shader_variable *)o->data)->shader.gs);
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return S_OK;
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default:
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FIXME("Unhandled variable type %#x\n", v->type);
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FIXME("Unhandled effect object type %#x.\n", o->type);
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return E_FAIL;
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}
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}
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@ -607,14 +607,14 @@ 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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if (p->variables)
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if (p->objects)
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{
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unsigned int i;
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for (i = 0; i < p->variable_count; ++i)
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for (i = 0; i < p->object_count; ++i)
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{
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d3d10_effect_variable_destroy(&p->variables[i]);
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d3d10_effect_object_destroy(&p->objects[i]);
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}
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HeapFree(GetProcessHeap(), 0, p->variables);
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HeapFree(GetProcessHeap(), 0, p->objects);
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}
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}
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@ -978,12 +978,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *ifa
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memset(desc, 0, sizeof(*desc));
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desc->Name = This->name;
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for (i = 0; i < This->variable_count; ++i)
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for (i = 0; i < This->object_count; ++i)
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{
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struct d3d10_effect_variable *v = &This->variables[i];
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if (v->type == D3D10_EVT_VERTEXSHADER)
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struct d3d10_effect_object *o = &This->objects[i];
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if (o->type == D3D10_EOT_VERTEXSHADER)
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{
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struct d3d10_effect_shader_variable *s = v->data;
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struct d3d10_effect_shader_variable *s = o->data;
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desc->pIAInputSignature = (BYTE *)s->input_signature;
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desc->IAInputSignatureSize = s->input_signature_size;
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break;
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@ -1043,9 +1043,9 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface
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if (flags) FIXME("Ignoring flags (%#x)\n", flags);
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for (i = 0; i < This->variable_count; ++i)
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for (i = 0; i < This->object_count; ++i)
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{
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hr = d3d10_effect_variable_apply(&This->variables[i]);
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hr = d3d10_effect_object_apply(&This->objects[i]);
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if (FAILED(hr)) break;
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}
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