d3d10: Add D3D10_EOO_PARSED_OBJECT_INDEX in parse_fx10_object().
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@ -49,6 +49,7 @@ enum d3d10_effect_object_operation
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{
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D3D10_EOO_VALUE = 1,
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D3D10_EOO_PARSED_OBJECT = 2,
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D3D10_EOO_PARSED_OBJECT_INDEX = 3,
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D3D10_EOO_ANONYMOUS_SHADER = 7,
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};
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@ -965,6 +965,17 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
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hr = S_OK;
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break;
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case D3D10_EOO_PARSED_OBJECT_INDEX:
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/* This is a local object, we've parsed in parse_fx10_local_object, which has an array index. */
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data_ptr = data + offset;
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read_dword(&data_ptr, &offset);
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read_dword(&data_ptr, &o->index);
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TRACE("Shader = %s[%u].\n", data + offset, o->index);
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o->data = e->lpVtbl->GetVariableByName(e, data + offset);
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hr = S_OK;
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break;
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case D3D10_EOO_ANONYMOUS_SHADER:
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TRACE("Anonymous shader\n");
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