d3d10: Add D3D10_EOO_PARSED_OBJECT in parse_fx10_object().
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@ -48,6 +48,7 @@ enum d3d10_effect_object_type
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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_ANONYMOUS_SHADER = 7,
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};
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@ -910,6 +910,7 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
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enum d3d10_effect_object_operation operation;
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HRESULT hr;
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struct d3d10_effect *effect = o->pass->technique->effect;
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ID3D10Effect *e = (ID3D10Effect *)effect;
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read_dword(ptr, &o->type);
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TRACE("Effect object is of type %#x.\n", o->type);
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@ -956,6 +957,14 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
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}
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break;
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case D3D10_EOO_PARSED_OBJECT:
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/* This is a local object, we've parsed in parse_fx10_local_object. */
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TRACE("Shader = %s.\n", data + offset);
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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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