On Fri, Oct 1, 2021 at 8:14 AM Nikolay Sivov nsivov@codeweavers.com wrote:
Signed-off-by: Nikolay Sivov nsivov@codeweavers.com
dlls/d3d10/d3d10_private.h | 8 +++++--- dlls/d3d10/effect.c | 25 ++++++++++++++++++------- 2 files changed, 23 insertions(+), 10 deletions(-)
diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h index f980007427f..3fd17c7400d 100644 --- a/dlls/d3d10/d3d10_private.h +++ b/dlls/d3d10/d3d10_private.h @@ -60,9 +60,11 @@ enum d3d10_effect_object_type_flags
enum d3d10_effect_object_operation {
- D3D10_EOO_VALUE = 1,
- D3D10_EOO_PARSED_OBJECT = 2,
- D3D10_EOO_PARSED_OBJECT_INDEX = 3,
- D3D10_EOO_CONST = 1,
- D3D10_EOO_VAR = 2,
- D3D10_EOO_CONST_INDEX = 3,
- D3D10_EOO_VAR_INDEX = 4,
- D3D10_EOO_INDEX_EXPRESSION = 5, D3D10_EOO_ANONYMOUS_SHADER = 7,
};
I like the changes, although now D3D10_EOO_ANONYMOUS_SHADER sticks out like a sore thumb (it's still more of a "what it is" rather than "how is the state computed"). How does that fit D3D10_EOO_ANONYMOUS_SHADER in that? Related question, what is the value used for FXLVM-computed states?