Rico Schüller <[email protected]> writes: > +static void d3d10_null_effect_variable_init(struct d3d10_effect_variable *v, > struct ID3D10EffectVariableVtbl *vtbl) > +{ > + v->vtbl = vtbl; > + v->buffer = &null_local_buffer; > + v->type = &null_type; > +} > + > +void d3d10_null_effect_variable_init_all() > +{ > + d3d10_null_effect_variable_init(&null_local_buffer, > (ID3D10EffectVariableVtbl *)&d3d10_effect_constant_buffer_vtbl); > + d3d10_null_effect_variable_init(&null_variable, > (ID3D10EffectVariableVtbl *)&d3d10_effect_variable_vtbl); > + d3d10_null_effect_variable_init(&null_scalar_variable, > (ID3D10EffectVariableVtbl *)&d3d10_effect_scalar_variable_vtbl); > + d3d10_null_effect_variable_init(&null_vector_variable, > (ID3D10EffectVariableVtbl *)&d3d10_effect_vector_variable_vtbl); > + d3d10_null_effect_variable_init(&null_matrix_variable, > (ID3D10EffectVariableVtbl *)&d3d10_effect_matrix_variable_vtbl); > + d3d10_null_effect_variable_init(&null_string_variable, > (ID3D10EffectVariableVtbl *)&d3d10_effect_string_variable_vtbl); > + d3d10_null_effect_variable_init(&null_shader_resource_variable, > (ID3D10EffectVariableVtbl *)&d3d10_effect_shader_resource_variable_vtbl); > + d3d10_null_effect_variable_init(&null_render_target_view_variable, > (ID3D10EffectVariableVtbl *)&d3d10_effect_render_target_view_variable_vtbl); > + d3d10_null_effect_variable_init(&null_depth_stencil_view_variable, > (ID3D10EffectVariableVtbl *)&d3d10_effect_depth_stencil_view_variable_vtbl); > + d3d10_null_effect_variable_init(&null_shader_variable, > (ID3D10EffectVariableVtbl *)&d3d10_effect_shader_variable_vtbl); > + d3d10_null_effect_variable_init(&null_blend_variable, > (ID3D10EffectVariableVtbl *)&d3d10_effect_blend_variable_vtbl); > + d3d10_null_effect_variable_init(&null_depth_stencil_variable, > (ID3D10EffectVariableVtbl *)&d3d10_effect_depth_stencil_variable_vtbl); > + d3d10_null_effect_variable_init(&null_rasterizer_variable, > (ID3D10EffectVariableVtbl *)&d3d10_effect_rasterizer_variable_vtbl); > + d3d10_null_effect_variable_init(&null_sampler_variable, > (ID3D10EffectVariableVtbl *)&d3d10_effect_sampler_variable_vtbl); > +} > +
That's not much of an improvement, static initialization is nicer. -- Alexandre Julliard [email protected]
