d3d10/effect: Use effect variable pointers to store per-pass shader objects.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
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2652416be7
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a3942ae20e
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@ -226,6 +226,12 @@ struct d3d10_effect_variable
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} u;
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} u;
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};
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};
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struct d3d10_effect_pass_shader_desc
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{
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struct d3d10_effect_variable *shader;
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unsigned int index;
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};
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/* ID3D10EffectPass */
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/* ID3D10EffectPass */
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struct d3d10_effect_pass
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struct d3d10_effect_pass
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{
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{
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@ -238,9 +244,9 @@ struct d3d10_effect_pass
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struct d3d10_effect_object *objects;
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struct d3d10_effect_object *objects;
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struct d3d10_effect_variable *annotations;
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struct d3d10_effect_variable *annotations;
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D3D10_PASS_SHADER_DESC vs;
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struct d3d10_effect_pass_shader_desc vs;
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D3D10_PASS_SHADER_DESC ps;
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struct d3d10_effect_pass_shader_desc ps;
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D3D10_PASS_SHADER_DESC gs;
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struct d3d10_effect_pass_shader_desc gs;
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UINT stencil_ref;
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UINT stencil_ref;
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UINT sample_mask;
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UINT sample_mask;
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float blend_factor[4];
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float blend_factor[4];
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@ -1944,8 +1944,8 @@ static HRESULT parse_fx10_object(const char *data, size_t data_size,
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ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
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ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
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if (FAILED(hr = sv->lpVtbl->GetVertexShader(sv, variable_idx, &o->object.vs)))
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if (FAILED(hr = sv->lpVtbl->GetVertexShader(sv, variable_idx, &o->object.vs)))
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return hr;
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return hr;
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o->pass->vs.pShaderVariable = sv;
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o->pass->vs.shader = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)sv);
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o->pass->vs.ShaderIndex = variable_idx;
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o->pass->vs.index = variable_idx;
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break;
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break;
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}
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}
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@ -1954,8 +1954,8 @@ static HRESULT parse_fx10_object(const char *data, size_t data_size,
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ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
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ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
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if (FAILED(hr = sv->lpVtbl->GetPixelShader(sv, variable_idx, &o->object.ps)))
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if (FAILED(hr = sv->lpVtbl->GetPixelShader(sv, variable_idx, &o->object.ps)))
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return hr;
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return hr;
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o->pass->ps.pShaderVariable = sv;
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o->pass->ps.shader = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)sv);
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o->pass->ps.ShaderIndex = variable_idx;
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o->pass->ps.index = variable_idx;
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break;
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break;
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}
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}
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@ -1964,8 +1964,8 @@ static HRESULT parse_fx10_object(const char *data, size_t data_size,
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ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
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ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
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if (FAILED(hr = sv->lpVtbl->GetGeometryShader(sv, variable_idx, &o->object.gs)))
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if (FAILED(hr = sv->lpVtbl->GetGeometryShader(sv, variable_idx, &o->object.gs)))
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return hr;
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return hr;
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o->pass->gs.pShaderVariable = sv;
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o->pass->gs.shader = impl_from_ID3D10EffectVariable((ID3D10EffectVariable *)sv);
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o->pass->gs.ShaderIndex = variable_idx;
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o->pass->gs.index = variable_idx;
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break;
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break;
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}
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}
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@ -2018,9 +2018,9 @@ static HRESULT parse_fx10_pass(const char *data, size_t data_size,
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return E_OUTOFMEMORY;
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return E_OUTOFMEMORY;
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}
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}
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p->vs.pShaderVariable = (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface;
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p->vs.shader = &null_shader_variable;
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p->ps.pShaderVariable = (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface;
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p->ps.shader = &null_shader_variable;
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p->gs.pShaderVariable = (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface;
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p->gs.shader = &null_shader_variable;
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for (i = 0; i < p->object_count; ++i)
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for (i = 0; i < p->object_count; ++i)
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{
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{
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@ -3819,7 +3819,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *ifa
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return E_INVALIDARG;
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return E_INVALIDARG;
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}
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}
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s = &impl_from_ID3D10EffectShaderVariable(pass->vs.pShaderVariable)->u.shader;
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s = &pass->vs.shader->u.shader;
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desc->Name = pass->name;
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desc->Name = pass->name;
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desc->Annotations = pass->annotation_count;
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desc->Annotations = pass->annotation_count;
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@ -3843,23 +3843,24 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *ifa
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static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetVertexShaderDesc(ID3D10EffectPass *iface,
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static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetVertexShaderDesc(ID3D10EffectPass *iface,
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D3D10_PASS_SHADER_DESC *desc)
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D3D10_PASS_SHADER_DESC *desc)
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{
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{
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struct d3d10_effect_pass *This = impl_from_ID3D10EffectPass(iface);
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struct d3d10_effect_pass *pass = impl_from_ID3D10EffectPass(iface);
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TRACE("iface %p, desc %p\n", iface, desc);
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TRACE("iface %p, desc %p.\n", iface, desc);
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if (This == &null_pass)
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if (pass == &null_pass)
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{
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{
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WARN("Null pass specified\n");
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WARN("Null pass specified.\n");
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return E_FAIL;
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return E_FAIL;
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}
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}
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if (!desc)
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if (!desc)
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{
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{
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WARN("Invalid argument specified\n");
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WARN("Invalid argument specified.\n");
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return E_INVALIDARG;
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return E_INVALIDARG;
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}
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}
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*desc = This->vs;
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desc->pShaderVariable = (ID3D10EffectShaderVariable *)&pass->vs.shader->ID3D10EffectVariable_iface;
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desc->ShaderIndex = pass->vs.index;
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return S_OK;
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return S_OK;
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}
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}
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@ -3867,23 +3868,24 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetVertexShaderDesc(ID3D10Eff
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static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetGeometryShaderDesc(ID3D10EffectPass *iface,
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static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetGeometryShaderDesc(ID3D10EffectPass *iface,
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D3D10_PASS_SHADER_DESC *desc)
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D3D10_PASS_SHADER_DESC *desc)
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{
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{
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struct d3d10_effect_pass *This = impl_from_ID3D10EffectPass(iface);
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struct d3d10_effect_pass *pass = impl_from_ID3D10EffectPass(iface);
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TRACE("iface %p, desc %p\n", iface, desc);
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TRACE("iface %p, desc %p.\n", iface, desc);
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if (This == &null_pass)
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if (pass == &null_pass)
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{
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{
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WARN("Null pass specified\n");
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WARN("Null pass specified.\n");
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return E_FAIL;
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return E_FAIL;
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}
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}
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if (!desc)
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if (!desc)
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{
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{
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WARN("Invalid argument specified\n");
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WARN("Invalid argument specified.\n");
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return E_INVALIDARG;
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return E_INVALIDARG;
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}
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}
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*desc = This->gs;
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desc->pShaderVariable = (ID3D10EffectShaderVariable *)&pass->gs.shader->ID3D10EffectVariable_iface;
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desc->ShaderIndex = pass->gs.index;
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return S_OK;
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return S_OK;
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}
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}
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@ -3891,23 +3893,24 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetGeometryShaderDesc(ID3D10E
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static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetPixelShaderDesc(ID3D10EffectPass *iface,
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static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetPixelShaderDesc(ID3D10EffectPass *iface,
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D3D10_PASS_SHADER_DESC *desc)
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D3D10_PASS_SHADER_DESC *desc)
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{
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{
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struct d3d10_effect_pass *This = impl_from_ID3D10EffectPass(iface);
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struct d3d10_effect_pass *pass = impl_from_ID3D10EffectPass(iface);
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TRACE("iface %p, desc %p\n", iface, desc);
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TRACE("iface %p, desc %p.\n", iface, desc);
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if (This == &null_pass)
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if (pass == &null_pass)
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{
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{
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WARN("Null pass specified\n");
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WARN("Null pass specified.\n");
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return E_FAIL;
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return E_FAIL;
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}
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}
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if (!desc)
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if (!desc)
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{
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{
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WARN("Invalid argument specified\n");
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WARN("Invalid argument specified.\n");
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return E_INVALIDARG;
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return E_INVALIDARG;
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}
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}
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*desc = This->ps;
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desc->pShaderVariable = (ID3D10EffectShaderVariable *)&pass->ps.shader->ID3D10EffectVariable_iface;
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desc->ShaderIndex = pass->ps.index;
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return S_OK;
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return S_OK;
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}
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}
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@ -3992,9 +3995,8 @@ static void set_sampler(ID3D10Device *device, D3D10_SHADER_VARIABLE_TYPE shader_
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}
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}
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}
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}
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static void apply_shader_resources(ID3D10Device *device, struct ID3D10EffectShaderVariable *variable)
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static void apply_shader_resources(ID3D10Device *device, struct d3d10_effect_variable *v)
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{
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{
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struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(variable);
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struct d3d10_effect_shader_variable *sv = &v->u.shader;
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struct d3d10_effect_shader_variable *sv = &v->u.shader;
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struct d3d10_effect_shader_resource *sr;
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struct d3d10_effect_shader_resource *sr;
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struct d3d10_effect_variable *rsrc_v;
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struct d3d10_effect_variable *rsrc_v;
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@ -4092,12 +4094,12 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface
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if (flags) FIXME("Ignoring flags (%#x)\n", flags);
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if (flags) FIXME("Ignoring flags (%#x)\n", flags);
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if (pass->vs.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface)
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if (pass->vs.shader != &null_shader_variable)
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apply_shader_resources(device, pass->vs.pShaderVariable);
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apply_shader_resources(device, pass->vs.shader);
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if (pass->gs.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface)
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if (pass->gs.shader != &null_shader_variable)
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apply_shader_resources(device, pass->gs.pShaderVariable);
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apply_shader_resources(device, pass->gs.shader);
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if (pass->ps.pShaderVariable != (ID3D10EffectShaderVariable *)&null_shader_variable.ID3D10EffectVariable_iface)
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if (pass->ps.shader != &null_shader_variable)
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apply_shader_resources(device, pass->ps.pShaderVariable);
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apply_shader_resources(device, pass->ps.shader);
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for (i = 0; i < pass->object_count; ++i)
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for (i = 0; i < pass->object_count; ++i)
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{
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{
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@ -2911,6 +2911,7 @@ static void test_effect_local_shader(void)
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*p3_anon_vs, *p3_anon_ps, *p3_anon_gs, *p6_vs, *p6_ps, *p6_gs, *gs, *ps, *vs;
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*p3_anon_vs, *p3_anon_ps, *p3_anon_gs, *p6_vs, *p6_ps, *p6_gs, *gs, *ps, *vs;
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D3D10_EFFECT_SHADER_DESC shaderdesc;
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D3D10_EFFECT_SHADER_DESC shaderdesc;
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D3D10_SIGNATURE_PARAMETER_DESC sign;
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D3D10_SIGNATURE_PARAMETER_DESC sign;
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D3D10_STATE_BLOCK_MASK mask;
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ID3D10Device *device;
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ID3D10Device *device;
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ULONG refcount;
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ULONG refcount;
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@ -3010,6 +3011,20 @@ if (0)
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/* pass 0 */
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/* pass 0 */
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p = t->lpVtbl->GetPassByIndex(t, 0);
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p = t->lpVtbl->GetPassByIndex(t, 0);
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/* Pass without Set*Shader() instructions */
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hr = D3D10StateBlockMaskDisableAll(&mask);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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hr = p->lpVtbl->ComputeStateBlockMask(p, &mask);
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todo_wine
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ret = D3D10StateBlockMaskGetSetting(&mask, D3D10_DST_VS, 0);
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ok(!ret, "Unexpected mask.\n");
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ret = D3D10StateBlockMaskGetSetting(&mask, D3D10_DST_PS, 0);
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ok(!ret, "Unexpected mask.\n");
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ret = D3D10StateBlockMaskGetSetting(&mask, D3D10_DST_GS, 0);
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ok(!ret, "Unexpected mask.\n");
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hr = p->lpVtbl->GetVertexShaderDesc(p, &pdesc);
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hr = p->lpVtbl->GetVertexShaderDesc(p, &pdesc);
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ok(hr == S_OK, "GetVertexShaderDesc got %x, expected %x\n", hr, S_OK);
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ok(hr == S_OK, "GetVertexShaderDesc got %x, expected %x\n", hr, S_OK);
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ok(pdesc.pShaderVariable == null_shader, "Got %p, expected %p\n", pdesc.pShaderVariable, null_shader);
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ok(pdesc.pShaderVariable == null_shader, "Got %p, expected %p\n", pdesc.pShaderVariable, null_shader);
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ok(typedesc.UnpackedSize == 0x0, "UnpackedSize is %#x, expected 0x0\n", typedesc.UnpackedSize);
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ok(typedesc.UnpackedSize == 0x0, "UnpackedSize is %#x, expected 0x0\n", typedesc.UnpackedSize);
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ok(typedesc.Stride == 0x0, "Stride is %#x, expected 0x0\n", typedesc.Stride);
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ok(typedesc.Stride == 0x0, "Stride is %#x, expected 0x0\n", typedesc.Stride);
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/* Pass is using Set*Shader(NULL) */
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hr = D3D10StateBlockMaskDisableAll(&mask);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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hr = p->lpVtbl->ComputeStateBlockMask(p, &mask);
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todo_wine {
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ret = D3D10StateBlockMaskGetSetting(&mask, D3D10_DST_VS, 0);
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ok(ret, "Unexpected mask.\n");
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ret = D3D10StateBlockMaskGetSetting(&mask, D3D10_DST_PS, 0);
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ok(ret, "Unexpected mask.\n");
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ret = D3D10StateBlockMaskGetSetting(&mask, D3D10_DST_GS, 0);
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ok(ret, "Unexpected mask.\n");
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}
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/* pass 2 */
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/* pass 2 */
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p = t->lpVtbl->GetPassByIndex(t, 2);
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p = t->lpVtbl->GetPassByIndex(t, 2);
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