From 176c1c6b4c5ac78cb93e1b073e558c695cd1ddd7 Mon Sep 17 00:00:00 2001 From: Connor McAdams Date: Wed, 25 Mar 2020 14:16:26 -0400 Subject: [PATCH] d3d10: Add impl_from_ID3D10EffectShaderVariable. Signed-off-by: Connor McAdams Signed-off-by: Matteo Bruni Signed-off-by: Alexandre Julliard --- dlls/d3d10/effect.c | 23 ++++++++++++++--------- 1 file changed, 14 insertions(+), 9 deletions(-) diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c index 2360e5a0259..e2c18ce0496 100644 --- a/dlls/d3d10/effect.c +++ b/dlls/d3d10/effect.c @@ -124,6 +124,11 @@ static inline struct d3d10_effect_variable *impl_from_ID3D10EffectVariable(ID3D1 return CONTAINING_RECORD(iface, struct d3d10_effect_variable, ID3D10EffectVariable_iface); } +static inline struct d3d10_effect_variable *impl_from_ID3D10EffectShaderVariable(ID3D10EffectShaderVariable *iface) +{ + return CONTAINING_RECORD(iface, struct d3d10_effect_variable, ID3D10EffectVariable_iface); +} + struct d3d10_effect_state_property_info { UINT id; @@ -6639,7 +6644,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetShaderDesc( static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetVertexShader( ID3D10EffectShaderVariable *iface, UINT index, ID3D10VertexShader **shader) { - struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface); + struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface); TRACE("iface %p, index %u, shader %p.\n", iface, index, shader); @@ -6661,7 +6666,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetVertexShader( static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetGeometryShader( ID3D10EffectShaderVariable *iface, UINT index, ID3D10GeometryShader **shader) { - struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface); + struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface); TRACE("iface %p, index %u, shader %p.\n", iface, index, shader); @@ -6683,7 +6688,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetGeometryShader( static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetPixelShader( ID3D10EffectShaderVariable *iface, UINT index, ID3D10PixelShader **shader) { - struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface); + struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface); TRACE("iface %p, index %u, shader %p.\n", iface, index, shader); @@ -6706,7 +6711,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetInputSignatureE ID3D10EffectShaderVariable *iface, UINT shader_index, UINT element_index, D3D10_SIGNATURE_PARAMETER_DESC *desc) { - struct d3d10_effect_variable *This = (struct d3d10_effect_variable *)iface; + struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface); struct d3d10_effect_shader_variable *s; D3D10_SIGNATURE_PARAMETER_DESC *d; @@ -6720,13 +6725,13 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetInputSignatureE } /* Check shader_index, this crashes on W7/DX10 */ - if (shader_index >= This->effect->used_shader_count) + if (shader_index >= v->effect->used_shader_count) { WARN("This should crash on W7/DX10!\n"); return E_FAIL; } - s = &This->effect->used_shaders[shader_index]->u.shader; + s = &v->effect->used_shaders[shader_index]->u.shader; if (!s->input_signature.signature) { WARN("No shader signature\n"); @@ -6762,7 +6767,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetOutputSignature ID3D10EffectShaderVariable *iface, UINT shader_index, UINT element_index, D3D10_SIGNATURE_PARAMETER_DESC *desc) { - struct d3d10_effect_variable *This = (struct d3d10_effect_variable *)iface; + struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface); struct d3d10_effect_shader_variable *s; D3D10_SIGNATURE_PARAMETER_DESC *d; @@ -6776,13 +6781,13 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetOutputSignature } /* Check shader_index, this crashes on W7/DX10 */ - if (shader_index >= This->effect->used_shader_count) + if (shader_index >= v->effect->used_shader_count) { WARN("This should crash on W7/DX10!\n"); return E_FAIL; } - s = &This->effect->used_shaders[shader_index]->u.shader; + s = &v->effect->used_shaders[shader_index]->u.shader; if (!s->output_signature.signature) { WARN("No shader signature\n");