d3dx9: Implement ID3DXEffect::BeginPass().
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@ -166,6 +166,7 @@ struct ID3DXEffectImpl
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LPDIRECT3DDEVICE9 device;
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LPD3DXEFFECTPOOL pool;
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D3DXHANDLE active_technique;
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D3DXHANDLE active_pass;
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ID3DXBaseEffect *base_effect;
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};
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@ -2819,13 +2820,25 @@ static HRESULT WINAPI ID3DXEffectImpl_Begin(ID3DXEffect *iface, UINT *passes, DW
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return D3DERR_INVALIDCALL;
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}
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static HRESULT WINAPI ID3DXEffectImpl_BeginPass(ID3DXEffect* iface, UINT pass)
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static HRESULT WINAPI ID3DXEffectImpl_BeginPass(ID3DXEffect *iface, UINT pass)
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{
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struct ID3DXEffectImpl *This = impl_from_ID3DXEffect(iface);
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struct d3dx_technique *technique = get_technique_struct(This->active_technique);
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FIXME("(%p)->(%u): stub\n", This, pass);
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TRACE("iface %p, pass %u\n", This, pass);
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return E_NOTIMPL;
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if (technique && pass < technique->pass_count && !This->active_pass)
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{
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This->active_pass = technique->pass_handles[pass];
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FIXME("No states applied, yet!\n");
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return D3D_OK;
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}
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WARN("Invalid argument supplied.\n");
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return D3DERR_INVALIDCALL;
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}
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static HRESULT WINAPI ID3DXEffectImpl_CommitChanges(ID3DXEffect* iface)
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@ -5012,6 +5025,7 @@ static HRESULT d3dx9_effect_init(struct ID3DXEffectImpl *effect, LPDIRECT3DDEVIC
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if (object->technique_handles)
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{
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effect->active_technique = object->technique_handles[0];
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effect->active_pass = NULL;
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}
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return D3D_OK;
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