mirror of
https://github.com/reactos/wine.git
synced 2024-11-28 22:20:26 +00:00
d3d10: Parse shaders in parse_fx10_local_variable().
This commit is contained in:
parent
3b56f259ce
commit
ef47f8d336
@ -306,6 +306,9 @@ static HRESULT parse_shader(struct d3d10_effect_variable *v, const char *data)
|
||||
read_dword(&ptr, &dxbc_size);
|
||||
TRACE("dxbc size: %#x\n", dxbc_size);
|
||||
|
||||
/* We got a shader VertexShader vs = NULL, so it is fine to skip this. */
|
||||
if (!dxbc_size) return S_OK;
|
||||
|
||||
switch (v->type->basetype)
|
||||
{
|
||||
case D3D10_SVT_VERTEXSHADER:
|
||||
@ -1208,16 +1211,26 @@ static HRESULT parse_fx10_local_variable(struct d3d10_effect_variable *v, const
|
||||
case D3D10_SVT_VERTEXSHADER:
|
||||
case D3D10_SVT_PIXELSHADER:
|
||||
case D3D10_SVT_GEOMETRYSHADER:
|
||||
TRACE("SVT is a shader.\n");
|
||||
TRACE("Shader type is %s\n", debug_d3d10_shader_variable_type(v->type->basetype));
|
||||
for (i = 0; i < max(v->type->element_count, 1); ++i)
|
||||
{
|
||||
DWORD shader_offset;
|
||||
struct d3d10_effect_variable *var;
|
||||
|
||||
if (!v->type->element_count)
|
||||
{
|
||||
var = v;
|
||||
}
|
||||
else
|
||||
{
|
||||
var = &v->elements[i];
|
||||
}
|
||||
|
||||
/*
|
||||
* TODO: Parse the shader
|
||||
*/
|
||||
read_dword(ptr, &shader_offset);
|
||||
FIXME("Shader offset: %#x.\n", shader_offset);
|
||||
TRACE("Shader offset: %#x.\n", shader_offset);
|
||||
|
||||
hr = parse_shader(var, data + shader_offset);
|
||||
if (FAILED(hr)) return hr;
|
||||
}
|
||||
break;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user