d3d10: Implement d3d10_effect_shader_variable_GetPixelShader().
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@ -5665,9 +5665,25 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetGeometryShader(
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static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetPixelShader(
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ID3D10EffectShaderVariable *iface, UINT index, ID3D10PixelShader **shader)
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{
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FIXME("iface %p, index %u, shader %p stub!\n", iface, index, shader);
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struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface);
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struct d3d10_effect_shader_variable *s;
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return E_NOTIMPL;
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TRACE("iface %p, index %u, shader %p.\n", iface, index, shader);
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if (v->type->element_count)
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v = impl_from_ID3D10EffectVariable(iface->lpVtbl->GetElement(iface, index));
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if (v->type->basetype != D3D10_SVT_PIXELSHADER)
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{
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WARN("Shader is not a pixel shader.\n");
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return E_FAIL;
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}
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s = v->data;
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if ((*shader = s->shader.ps))
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ID3D10PixelShader_AddRef(*shader);
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return S_OK;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetInputSignatureElementDesc(
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