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wine
wine-cw
Commits
9a4f1bb2
Commit
9a4f1bb2
authored
Nov 27, 2022
by
Nikolay Sivov
Committed by
Alexandre Julliard
Nov 30, 2022
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Plain Diff
d3d10/effect: Remove unused field from property description data.
Signed-off-by:
Nikolay Sivov
<
nsivov@codeweavers.com
>
parent
4376a8c7
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60 additions
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61 deletions
+60
-61
effect.c
dlls/d3d10/effect.c
+60
-61
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dlls/d3d10/effect.c
View file @
9a4f1bb2
...
...
@@ -426,7 +426,6 @@ static void d3d10_effect_clear_prop_dependencies(struct d3d10_effect_prop_depend
struct
d3d10_effect_state_property_info
{
UINT
id
;
const
char
*
name
;
D3D_SHADER_VARIABLE_TYPE
type
;
UINT
size
;
...
...
@@ -438,69 +437,69 @@ struct d3d10_effect_state_property_info
static
const
struct
d3d10_effect_state_property_info
property_infos
[]
=
{
{
0x00
,
"Pass.RasterizerState"
,
D3D10_SVT_RASTERIZER
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
rasterizer
)
},
{
0x01
,
"Pass.DepthStencilState"
,
D3D10_SVT_DEPTHSTENCIL
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
depth_stencil
)
},
{
0x02
,
"Pass.BlendState"
,
D3D10_SVT_BLEND
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
blend
)
},
{
0x03
,
"Pass.RenderTargets"
,
D3D10_SVT_RENDERTARGETVIEW
,
1
,
8
,
D3D10_C_PASS
,
~
0u
},
{
0x04
,
"Pass.DepthStencilView"
,
D3D10_SVT_DEPTHSTENCILVIEW
,
1
,
1
,
D3D10_C_PASS
,
~
0u
},
{
0x05
,
"Pass.Unknown5"
,
D3D10_SVT_VOID
,
0
,
0
,
D3D10_C_PASS
,
~
0u
},
{
0x06
,
"Pass.VertexShader"
,
D3D10_SVT_VERTEXSHADER
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
vs
.
shader
),
{
"Pass.RasterizerState"
,
D3D10_SVT_RASTERIZER
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
rasterizer
)
},
{
"Pass.DepthStencilState"
,
D3D10_SVT_DEPTHSTENCIL
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
depth_stencil
)
},
{
"Pass.BlendState"
,
D3D10_SVT_BLEND
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
blend
)
},
{
"Pass.RenderTargets"
,
D3D10_SVT_RENDERTARGETVIEW
,
1
,
8
,
D3D10_C_PASS
,
~
0u
},
{
"Pass.DepthStencilView"
,
D3D10_SVT_DEPTHSTENCILVIEW
,
1
,
1
,
D3D10_C_PASS
,
~
0u
},
{
"Pass.Unknown5"
,
D3D10_SVT_VOID
,
0
,
0
,
D3D10_C_PASS
,
~
0u
},
{
"Pass.VertexShader"
,
D3D10_SVT_VERTEXSHADER
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
vs
.
shader
),
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
vs
.
index
)
},
{
0x07
,
"Pass.PixelShader"
,
D3D10_SVT_PIXELSHADER
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
ps
.
shader
),
{
"Pass.PixelShader"
,
D3D10_SVT_PIXELSHADER
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
ps
.
shader
),
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
ps
.
index
)
},
{
0x08
,
"Pass.GeometryShader"
,
D3D10_SVT_GEOMETRYSHADER
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
gs
.
shader
),
{
"Pass.GeometryShader"
,
D3D10_SVT_GEOMETRYSHADER
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
gs
.
shader
),
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
gs
.
index
)
},
{
0x09
,
"Pass.StencilRef"
,
D3D10_SVT_UINT
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
stencil_ref
)
},
{
0x0a
,
"Pass.BlendFactor"
,
D3D10_SVT_FLOAT
,
4
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
blend_factor
)
},
{
0x0b
,
"Pass.SampleMask"
,
D3D10_SVT_UINT
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
sample_mask
)
},
{
0x0c
,
"RasterizerState.FillMode"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
FillMode
)
},
{
0x0d
,
"RasterizerState.CullMode"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
CullMode
)
},
{
0x0e
,
"RasterizerState.FrontCounterClockwise"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
FrontCounterClockwise
)
},
{
0x0f
,
"RasterizerState.DepthBias"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
DepthBias
)
},
{
0x10
,
"RasterizerState.DepthBiasClamp"
,
D3D10_SVT_FLOAT
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
DepthBiasClamp
)
},
{
0x11
,
"RasterizerState.SlopeScaledDepthBias"
,
D3D10_SVT_FLOAT
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
SlopeScaledDepthBias
)
},
{
0x12
,
"RasterizerState.DepthClipEnable"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
DepthClipEnable
)
},
{
0x13
,
"RasterizerState.ScissorEnable"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
ScissorEnable
)
},
{
0x14
,
"RasterizerState.MultisampleEnable"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
MultisampleEnable
)
},
{
0x15
,
"RasterizerState.AntialiasedLineEnable"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
AntialiasedLineEnable
)
},
{
0x16
,
"DepthStencilState.DepthEnable"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
DepthEnable
)
},
{
0x17
,
"DepthStencilState.DepthWriteMask"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
DepthWriteMask
)
},
{
0x18
,
"DepthStencilState.DepthFunc"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
DepthFunc
)
},
{
0x19
,
"DepthStencilState.StencilEnable"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
StencilEnable
)
},
{
0x1a
,
"DepthStencilState.StencilReadMask"
,
D3D10_SVT_UINT8
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
StencilReadMask
)
},
{
0x1b
,
"DepthStencilState.StencilWriteMask"
,
D3D10_SVT_UINT8
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
StencilWriteMask
)
},
{
0x1c
,
"DepthStencilState.FrontFaceStencilFail"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
FrontFace
.
StencilFailOp
)
},
{
0x1d
,
"DepthStencilState.FrontFaceStencilDepthFail"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
FrontFace
.
StencilDepthFailOp
)},
{
0x1e
,
"DepthStencilState.FrontFaceStencilPass"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
FrontFace
.
StencilPassOp
)
},
{
0x1f
,
"DepthStencilState.FrontFaceStencilFunc"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
FrontFace
.
StencilFunc
)
},
{
0x20
,
"DepthStencilState.BackFaceStencilFail"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
BackFace
.
StencilFailOp
)
},
{
0x21
,
"DepthStencilState.BackFaceStencilDepthFail"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
BackFace
.
StencilDepthFailOp
)
},
{
0x22
,
"DepthStencilState.BackFaceStencilPass"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
BackFace
.
StencilPassOp
)
},
{
0x23
,
"DepthStencilState.BackFaceStencilFunc"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
BackFace
.
StencilFunc
)
},
{
0x24
,
"BlendState.AlphaToCoverageEnable"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
AlphaToCoverageEnable
)
},
{
0x25
,
"BlendState.BlendEnable"
,
D3D10_SVT_BOOL
,
1
,
8
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
BlendEnable
)
},
{
0x26
,
"BlendState.SrcBlend"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
SrcBlend
)
},
{
0x27
,
"BlendState.DestBlend"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
DestBlend
)
},
{
0x28
,
"BlendState.BlendOp"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
BlendOp
)
},
{
0x29
,
"BlendState.SrcBlendAlpha"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
SrcBlendAlpha
)
},
{
0x2a
,
"BlendState.DestBlendAlpha"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
DestBlendAlpha
)
},
{
0x2b
,
"BlendState.BlendOpAlpha"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
BlendOpAlpha
)
},
{
0x2c
,
"BlendState.RenderTargetWriteMask"
,
D3D10_SVT_UINT8
,
1
,
8
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
RenderTargetWriteMask
)
},
{
0x2d
,
"SamplerState.Filter"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
Filter
)
},
{
0x2e
,
"SamplerState.AddressU"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
AddressU
)
},
{
0x2f
,
"SamplerState.AddressV"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
AddressV
)
},
{
0x30
,
"SamplerState.AddressW"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
AddressW
)
},
{
0x31
,
"SamplerState.MipLODBias"
,
D3D10_SVT_FLOAT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
MipLODBias
)
},
{
0x32
,
"SamplerState.MaxAnisotropy"
,
D3D10_SVT_UINT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
MaxAnisotropy
)
},
{
0x33
,
"SamplerState.ComparisonFunc"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
ComparisonFunc
)
},
{
0x34
,
"SamplerState.BorderColor"
,
D3D10_SVT_FLOAT
,
4
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
BorderColor
)
},
{
0x35
,
"SamplerState.MinLOD"
,
D3D10_SVT_FLOAT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
MinLOD
)
},
{
0x36
,
"SamplerState.MaxLOD"
,
D3D10_SVT_FLOAT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
MaxLOD
)
},
{
0x37
,
"SamplerState.Texture"
,
D3D10_SVT_TEXTURE
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
texture
)
},
{
"Pass.StencilRef"
,
D3D10_SVT_UINT
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
stencil_ref
)
},
{
"Pass.BlendFactor"
,
D3D10_SVT_FLOAT
,
4
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
blend_factor
)
},
{
"Pass.SampleMask"
,
D3D10_SVT_UINT
,
1
,
1
,
D3D10_C_PASS
,
FIELD_OFFSET
(
struct
d3d10_effect_pass
,
sample_mask
)
},
{
"RasterizerState.FillMode"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
FillMode
)
},
{
"RasterizerState.CullMode"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
CullMode
)
},
{
"RasterizerState.FrontCounterClockwise"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
FrontCounterClockwise
)
},
{
"RasterizerState.DepthBias"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
DepthBias
)
},
{
"RasterizerState.DepthBiasClamp"
,
D3D10_SVT_FLOAT
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
DepthBiasClamp
)
},
{
"RasterizerState.SlopeScaledDepthBias"
,
D3D10_SVT_FLOAT
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
SlopeScaledDepthBias
)
},
{
"RasterizerState.DepthClipEnable"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
DepthClipEnable
)
},
{
"RasterizerState.ScissorEnable"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
ScissorEnable
)
},
{
"RasterizerState.MultisampleEnable"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
MultisampleEnable
)
},
{
"RasterizerState.AntialiasedLineEnable"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_RASTERIZER
,
FIELD_OFFSET
(
D3D10_RASTERIZER_DESC
,
AntialiasedLineEnable
)
},
{
"DepthStencilState.DepthEnable"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
DepthEnable
)
},
{
"DepthStencilState.DepthWriteMask"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
DepthWriteMask
)
},
{
"DepthStencilState.DepthFunc"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
DepthFunc
)
},
{
"DepthStencilState.StencilEnable"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
StencilEnable
)
},
{
"DepthStencilState.StencilReadMask"
,
D3D10_SVT_UINT8
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
StencilReadMask
)
},
{
"DepthStencilState.StencilWriteMask"
,
D3D10_SVT_UINT8
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
StencilWriteMask
)
},
{
"DepthStencilState.FrontFaceStencilFail"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
FrontFace
.
StencilFailOp
)
},
{
"DepthStencilState.FrontFaceStencilDepthFail"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
FrontFace
.
StencilDepthFailOp
)},
{
"DepthStencilState.FrontFaceStencilPass"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
FrontFace
.
StencilPassOp
)
},
{
"DepthStencilState.FrontFaceStencilFunc"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
FrontFace
.
StencilFunc
)
},
{
"DepthStencilState.BackFaceStencilFail"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
BackFace
.
StencilFailOp
)
},
{
"DepthStencilState.BackFaceStencilDepthFail"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
BackFace
.
StencilDepthFailOp
)
},
{
"DepthStencilState.BackFaceStencilPass"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
BackFace
.
StencilPassOp
)
},
{
"DepthStencilState.BackFaceStencilFunc"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_DEPTHSTENCIL
,
FIELD_OFFSET
(
D3D10_DEPTH_STENCIL_DESC
,
BackFace
.
StencilFunc
)
},
{
"BlendState.AlphaToCoverageEnable"
,
D3D10_SVT_BOOL
,
1
,
1
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
AlphaToCoverageEnable
)
},
{
"BlendState.BlendEnable"
,
D3D10_SVT_BOOL
,
1
,
8
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
BlendEnable
)
},
{
"BlendState.SrcBlend"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
SrcBlend
)
},
{
"BlendState.DestBlend"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
DestBlend
)
},
{
"BlendState.BlendOp"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
BlendOp
)
},
{
"BlendState.SrcBlendAlpha"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
SrcBlendAlpha
)
},
{
"BlendState.DestBlendAlpha"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
DestBlendAlpha
)
},
{
"BlendState.BlendOpAlpha"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
BlendOpAlpha
)
},
{
"BlendState.RenderTargetWriteMask"
,
D3D10_SVT_UINT8
,
1
,
8
,
D3D10_C_BLEND
,
FIELD_OFFSET
(
D3D10_BLEND_DESC
,
RenderTargetWriteMask
)
},
{
"SamplerState.Filter"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
Filter
)
},
{
"SamplerState.AddressU"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
AddressU
)
},
{
"SamplerState.AddressV"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
AddressV
)
},
{
"SamplerState.AddressW"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
AddressW
)
},
{
"SamplerState.MipLODBias"
,
D3D10_SVT_FLOAT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
MipLODBias
)
},
{
"SamplerState.MaxAnisotropy"
,
D3D10_SVT_UINT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
MaxAnisotropy
)
},
{
"SamplerState.ComparisonFunc"
,
D3D10_SVT_INT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
ComparisonFunc
)
},
{
"SamplerState.BorderColor"
,
D3D10_SVT_FLOAT
,
4
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
BorderColor
)
},
{
"SamplerState.MinLOD"
,
D3D10_SVT_FLOAT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
MinLOD
)
},
{
"SamplerState.MaxLOD"
,
D3D10_SVT_FLOAT
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
desc
.
MaxLOD
)
},
{
"SamplerState.Texture"
,
D3D10_SVT_TEXTURE
,
1
,
1
,
D3D10_C_SAMPLER
,
FIELD_OFFSET
(
struct
d3d10_effect_sampler_desc
,
texture
)
},
};
static
const
D3D10_RASTERIZER_DESC
default_rasterizer_desc
=
...
...
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