d3d10: Implement d3d10_effect_sampler_variable_GetSampler().
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@ -117,6 +117,7 @@ struct d3d10_effect_state_object_variable
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ID3D10RasterizerState *rasterizer;
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ID3D10RasterizerState *rasterizer;
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ID3D10DepthStencilState *depth_stencil;
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ID3D10DepthStencilState *depth_stencil;
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ID3D10BlendState *blend;
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ID3D10BlendState *blend;
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ID3D10SamplerState *sampler;
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} object;
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} object;
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};
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};
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@ -1608,6 +1608,9 @@ static HRESULT create_state_object(struct d3d10_effect_variable *v)
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break;
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break;
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case D3D10_SVT_SAMPLER:
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case D3D10_SVT_SAMPLER:
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if (FAILED(hr = ID3D10Device_CreateSamplerState(device,
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&v->u.state.desc.sampler, &v->u.state.object.sampler)))
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return hr;
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break;
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break;
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default:
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default:
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@ -6778,9 +6781,25 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_sampler_variable_GetRawValue(ID3D1
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static HRESULT STDMETHODCALLTYPE d3d10_effect_sampler_variable_GetSampler(ID3D10EffectSamplerVariable *iface,
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static HRESULT STDMETHODCALLTYPE d3d10_effect_sampler_variable_GetSampler(ID3D10EffectSamplerVariable *iface,
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UINT index, ID3D10SamplerState **sampler)
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UINT index, ID3D10SamplerState **sampler)
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{
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{
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FIXME("iface %p, index %u, sampler %p stub!\n", iface, index, sampler);
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struct d3d10_effect_variable *v = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)iface);
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return E_NOTIMPL;
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TRACE("iface %p, index %u, sampler %p.\n", iface, index, sampler);
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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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else if (index)
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return E_FAIL;
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if (v->type->basetype != D3D10_SVT_SAMPLER)
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{
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WARN("Variable is not a sampler state.\n");
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return E_FAIL;
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}
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if ((*sampler = v->u.state.object.sampler))
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ID3D10SamplerState_AddRef(*sampler);
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return S_OK;
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}
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}
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static HRESULT STDMETHODCALLTYPE d3d10_effect_sampler_variable_GetBackingStore(ID3D10EffectSamplerVariable *iface,
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static HRESULT STDMETHODCALLTYPE d3d10_effect_sampler_variable_GetBackingStore(ID3D10EffectSamplerVariable *iface,
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