On Thu, Oct 14, 2021 at 8:42 AM Nikolay Sivov nsivov@codeweavers.com wrote:
Signed-off-by: Nikolay Sivov nsivov@codeweavers.com
This is useful for render target views array, but is worth to do for all properties for consistency.
dlls/d3d10/effect.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c index 4b2319e1529..9094e83efca 100644 --- a/dlls/d3d10/effect.c +++ b/dlls/d3d10/effect.c @@ -1830,7 +1830,7 @@ static HRESULT parse_fx10_property_assignment(const char *data, size_t data_size return E_FAIL; }
*(void **)dst = variable;
((void **)dst)[idx] = variable; } else {
@@ -1888,11 +1888,11 @@ static HRESULT parse_fx10_property_assignment(const char *data, size_t data_size case D3D10_SVT_VERTEXSHADER: case D3D10_SVT_PIXELSHADER: case D3D10_SVT_GEOMETRYSHADER:
*(void **)dst = variable;
((void **)dst)[idx] = variable; *dst_index = variable_idx; break; default:
*(void **)dst = &variable->elements[variable_idx];
((void **)dst)[idx] = &variable->elements[variable_idx]; } } else
@@ -1957,7 +1957,7 @@ static HRESULT parse_fx10_property_assignment(const char *data, size_t data_size return E_FAIL; }
*(void **)dst = variable;
((void **)dst)[idx] = variable; break;
Okay, I guess I see what you meant earlier. It does still seem a bit "crude", storing the variable pointers right in "dst", although I should probably wait for the rest of this to get a better picture of it.