On 10/1/21 11:06 PM, Matteo Bruni wrote:
On Fri, Oct 1, 2021 at 8:14 AM Nikolay Sivov nsivov@codeweavers.com wrote:
Signed-off-by: Nikolay Sivov nsivov@codeweavers.com
The point is to have pass fields later in same property description data, and passes are not shader objects, with no corresponding SVT type.
Any examples of those properties?
I have to mention in case it's not obvious, values we have in d3d10_effect_object_type enum is how property_info table starts, it's numbered sequentially for all possible fields of all object types, with no gaps. So once you know the index is in bounds, you don't need to search for it.
E.g. one of the missing fields from d3d9 style effects is samplerstate.texture, that has value 0x37, going right at the end.