d3d10: Implement ID3D10EffectPass::GetPixelShaderDesc().
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@ -2457,9 +2457,40 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetGeometryShaderDesc(ID3D10E
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static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetPixelShaderDesc(ID3D10EffectPass *iface,
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D3D10_PASS_SHADER_DESC *desc)
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{
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FIXME("iface %p, desc %p stub!\n", iface, desc);
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struct d3d10_effect_pass *This = (struct d3d10_effect_pass *)iface;
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unsigned int i;
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return E_NOTIMPL;
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TRACE("iface %p, desc %p\n", iface, desc);
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if (This == &null_pass)
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{
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WARN("Null pass specified\n");
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return E_FAIL;
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}
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if (!desc)
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{
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WARN("Invalid argument specified\n");
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return E_INVALIDARG;
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}
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for (i = 0; i < This->object_count; ++i)
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{
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struct d3d10_effect_object *o = &This->objects[i];
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if (o->type == D3D10_EOT_PIXELSHADER)
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{
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desc->pShaderVariable = o->data;
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desc->ShaderIndex = o->index;
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return S_OK;
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}
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}
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TRACE("Returning null_shader_variable\n");
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desc->pShaderVariable = (ID3D10EffectShaderVariable *)&null_shader_variable;
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desc->ShaderIndex = 0;
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return S_OK;
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}
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static struct ID3D10EffectVariable * STDMETHODCALLTYPE d3d10_effect_pass_GetAnnotationByIndex(ID3D10EffectPass *iface,
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