On Thu, Oct 7, 2021 at 9:19 PM Nikolay Sivov nsivov@codeweavers.com wrote:
On 10/7/21 9:44 PM, Matteo Bruni wrote:
BTW, this will need to be changed again to allow for D3D10_EOO_VAR_INDEX (assuming that's possible for rasterizer state) since the index is not known at parse time. It's a step in the right direction though.
Not changed, but extended. For dynamic changes I was thinking about keeping an array of {propid,EOO,{var|var+index_var|var+index_expression|expression}}. This way it will have to be refreshed on Apply(), by iterating over these, checking for changed/dirty vars. The point is that separate index value in main structure is only useful for shaders, because you have to return it.
Okay, I see, that should work.