Hello Matteo, and thanks for the reply :).
This is probably okay in principle, for the time being (but adding a small test would be even better). Did you actually try it with the application in the bug and native d3dcompiler (our d3dcompiler doesn't do much yet)?
I haven't tried running the Livestream Procaster application mentioned in the Bugzilla entry. If needed, I could have a look on it, but maybe there is someone with a little more experience with this application? I've never used it before.
Period at the end of the TRACE message, please (before the \n, of
course).
Ah sorry, I didn't know that I should end TRACE messages with period.
You probably have to pass a valid entrypoint name. For d3dx9 / fx_2_0 that would be "main", no idea if that also applies to d3d10 / fx_4_0. The comment isn't necessary IMO, but it doesn't hurt I guess.
MSDN says that you have to pass a NULL entrypoint when compiling effects, because the parameter is not used. Also, we probably have to give another implementation for the D3D10CompileEffectFromMemory() function from d3d10_1. At the moment, that function is just a redirect to the d3d10 one (and, from what I understood, the d3d10_1 library should use the fx_4_1 profile).
I can remove that comment. I saw it used for another D3DCompile() call, so I wanted to be consistent.
I will make these small mentioned changes and submit them either in a new version of this patch (if it is rejected) or in a new one.