On Wed, Aug 25, 2021 at 8:39 PM Nikolay Sivov nsivov@codeweavers.com wrote:
On 8/25/21 8:39 PM, Matteo Bruni wrote:
On Mon, Aug 23, 2021 at 10:24 AM Nikolay Sivov nsivov@codeweavers.com wrote:
Signed-off-by: Nikolay Sivov nsivov@codeweavers.com
dlls/d3d10/effect.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c index ae709b91759..3b3d48c50a8 100644 --- a/dlls/d3d10/effect.c +++ b/dlls/d3d10/effect.c @@ -1408,7 +1408,7 @@ static BOOL parse_fx10_state_group(const char *data, size_t data_size, const char **ptr, D3D_SHADER_VARIABLE_TYPE container_type, void *container) { const struct d3d10_effect_state_property_info *property_info;
- UINT value_offset;
- UINT value_offset, operation; unsigned int i; DWORD count; UINT idx;
@@ -1421,7 +1421,7 @@ static BOOL parse_fx10_state_group(const char *data, size_t data_size, { read_dword(ptr, &id); read_dword(ptr, &idx);
skip_dword_unknown("read property", ptr, 1);
read_dword(ptr, &operation); read_dword(ptr, &value_offset); if (!(property_info = get_property_info(id)))
Is it supposed to be used somehow, eventually?
Yes, I believe it's the same EOO assignment type. For one thing I tried with fx_3 style of sampler states, was:
Texture tex[2];
sampler_state { ... Texture = tex[0] }
And that works both at compiler and effect creation level. I don't have more details right now, but I think assignment handling should be unified between state group and parse_object helpers.
Ahhh, gotcha. Yeah that sounds right, incidentally it would also match d3dx9.