Matteo Bruni (@Mystral) commented about dlls/d3dx10_43/compiler.c:
- {
hr = E_OUTOFMEMORY;
goto end;
- }
- if (!ReadFile(file, source, source_size, &read_size, NULL) || read_size != source_size)
- {
WARN("Failed to read file contents.\n");
hr = E_FAIL;
goto end;
- }
- WideCharToMultiByte(CP_ACP, 0, filename, -1, filename_a, sizeof(filename_a), NULL, NULL);
- hr = D3DX10CreateEffectFromMemory(source, source_size, filename_a, defines, include, profile,
shader_flags, effect_flags, device, effect_pool, pump, effect, errors, hresult);
Makes sense. I'm not super happy with the patch subject, it doesn't immediately suggest to me that the idea is to always go through D3DX10CreateEffectFromMemory(). I don't necessarily have a better suggestion though, other than saying exactly that like "d3dx10: Go through D3DX10CreateEffectFromMemory() in all the D3DX10CreateEffectFrom*() variants." or similar.