d3d10: Introduce a state object variable structure.
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7d7d1836f6
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084e967c0d
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@ -100,6 +100,17 @@ struct d3d10_effect_shader_variable
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} shader;
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};
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struct d3d10_effect_state_object_variable
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{
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union
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{
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D3D10_RASTERIZER_DESC rasterizer;
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D3D10_DEPTH_STENCIL_DESC depth_stencil;
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D3D10_BLEND_DESC blend;
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D3D10_SAMPLER_DESC sampler;
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} desc;
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};
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/* ID3D10EffectType */
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struct d3d10_effect_type
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{
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@ -231,7 +231,7 @@ static const D3D10_SAMPLER_DESC default_sampler_desc =
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struct d3d10_effect_state_storage_info
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{
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D3D_SHADER_VARIABLE_TYPE id;
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size_t size;
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SIZE_T size;
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const void *default_state;
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};
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@ -1641,6 +1641,7 @@ static HRESULT parse_fx10_local_variable(struct d3d10_effect_variable *v, const
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{
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const struct d3d10_effect_state_storage_info *storage_info;
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unsigned int count = max(v->type->element_count, 1);
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struct d3d10_effect_state_object_variable *s;
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if (!(storage_info = get_storage_info(v->type->basetype)))
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{
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@ -1649,31 +1650,36 @@ static HRESULT parse_fx10_local_variable(struct d3d10_effect_variable *v, const
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return E_FAIL;
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}
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if (storage_info->size > sizeof(s->desc))
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{
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ERR("Invalid storage size %#lx.\n", storage_info->size);
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return E_FAIL;
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}
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for (i = 0; i < count; ++i)
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{
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struct d3d10_effect_variable *var;
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unsigned char *desc;
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if (v->type->element_count)
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var = &v->elements[i];
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else
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var = v;
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if (!(desc = HeapAlloc(GetProcessHeap(), 0, storage_info->size)))
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if (!(s = HeapAlloc(GetProcessHeap(), 0, sizeof(*s))))
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{
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ERR("Failed to allocate backing store memory.\n");
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return E_OUTOFMEMORY;
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}
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memcpy(desc, storage_info->default_state, storage_info->size);
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if (!parse_fx10_state_group(ptr, data, var->type->basetype, desc))
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memcpy(&s->desc, storage_info->default_state, storage_info->size);
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if (!parse_fx10_state_group(ptr, data, var->type->basetype, &s->desc))
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{
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ERR("Failed to read property list.\n");
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HeapFree(GetProcessHeap(), 0, desc);
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HeapFree(GetProcessHeap(), 0, s);
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return E_FAIL;
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}
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var->data = desc;
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var->data = s;
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}
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}
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break;
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@ -6019,6 +6025,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_blend_variable_GetBackingStore(ID3
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UINT index, D3D10_BLEND_DESC *desc)
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{
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struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface);
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struct d3d10_effect_state_object_variable *s;
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TRACE("iface %p, index %u, desc %p.\n", iface, index, desc);
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@ -6031,7 +6038,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_blend_variable_GetBackingStore(ID3
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return E_FAIL;
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}
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*desc = *(D3D10_BLEND_DESC *)v->data;
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s = v->data;
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*desc = s->desc.blend;
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return S_OK;
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}
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@ -6237,6 +6245,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_depth_stencil_variable_GetBackingS
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UINT index, D3D10_DEPTH_STENCIL_DESC *desc)
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{
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struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface);
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struct d3d10_effect_state_object_variable *s;
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TRACE("iface %p, index %u, desc %p.\n", iface, index, desc);
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@ -6249,7 +6258,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_depth_stencil_variable_GetBackingS
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return E_FAIL;
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}
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*desc = *(D3D10_DEPTH_STENCIL_DESC *)v->data;
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s = v->data;
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*desc = s->desc.depth_stencil;
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return S_OK;
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}
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@ -6455,6 +6465,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_rasterizer_variable_GetBackingStor
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UINT index, D3D10_RASTERIZER_DESC *desc)
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{
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struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface);
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struct d3d10_effect_state_object_variable *s;
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TRACE("iface %p, index %u, desc %p.\n", iface, index, desc);
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@ -6467,7 +6478,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_rasterizer_variable_GetBackingStor
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return E_FAIL;
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}
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*desc = *(D3D10_RASTERIZER_DESC *)v->data;
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s = v->data;
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*desc = s->desc.rasterizer;
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return S_OK;
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}
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@ -6673,6 +6685,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_sampler_variable_GetBackingStore(I
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UINT index, D3D10_SAMPLER_DESC *desc)
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{
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struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface);
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struct d3d10_effect_state_object_variable *s;
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TRACE("iface %p, index %u, desc %p.\n", iface, index, desc);
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@ -6685,7 +6698,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_sampler_variable_GetBackingStore(I
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return E_FAIL;
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}
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*desc = *(D3D10_SAMPLER_DESC *)v->data;
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s = v->data;
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*desc = s->desc.sampler;
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return S_OK;
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}
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