Commit ddc948b9 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d10: Do all effect object parsing in parse_fx10_object().

parent 2dd1b379
......@@ -248,43 +248,51 @@ static HRESULT parse_shader(struct d3d10_effect_object *o, const char *data)
return parse_dxbc(ptr, dxbc_size, shader_chunk_handler, s);
}
static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char *data)
static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr, const char *data)
{
const char *ptr;
const char *data_ptr;
DWORD offset;
HRESULT hr;
ptr = data + o->idx_offset;
read_dword(&ptr, &offset);
read_dword(ptr, &o->type);
TRACE("Effect object is of type %#x.\n", o->type);
TRACE("Effect object of type %#x starts at offset %#x.\n", o->type, offset);
skip_dword_unknown(ptr, 2);
read_dword(ptr, &offset);
TRACE("Effect object idx is at offset %#x.\n", offset);
data_ptr = data + offset;
read_dword(&data_ptr, &offset);
TRACE("Effect object starts at offset %#x.\n", offset);
/* FIXME: This probably isn't completely correct. */
if (offset == 1)
{
WARN("Skipping effect object.\n");
ptr = NULL;
data_ptr = NULL;
}
else
{
ptr = data + offset;
data_ptr = data + offset;
}
switch (o->type)
{
case D3D10_EOT_VERTEXSHADER:
TRACE("Vertex shader\n");
hr = parse_shader(o, ptr);
hr = parse_shader(o, data_ptr);
break;
case D3D10_EOT_PIXELSHADER:
TRACE("Pixel shader\n");
hr = parse_shader(o, ptr);
hr = parse_shader(o, data_ptr);
break;
case D3D10_EOT_GEOMETRYSHADER:
TRACE("Geometry shader\n");
hr = parse_shader(o, ptr);
hr = parse_shader(o, data_ptr);
break;
default:
......@@ -331,15 +339,7 @@ static HRESULT parse_fx10_pass(struct d3d10_effect_pass *p, const char **ptr, co
o->pass = p;
read_dword(ptr, &o->type);
TRACE("Effect object %u is of type %#x.\n", i, o->type);
skip_dword_unknown(ptr, 2);
read_dword(ptr, &o->idx_offset);
TRACE("Effect object %u idx is at offset %#x.\n", i, o->idx_offset);
hr = parse_fx10_object(o, data);
hr = parse_fx10_object(o, ptr, data);
if (FAILED(hr)) return hr;
}
......
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