From: "Matteo Bruni (@Mystral)" Subject: Re: [PATCH 0/3] MR332: d3dx10: Support creating effect from pre-built shader Message-Id: Date: Fri, 01 Jul 2022 19:25:13 +0000 In-Reply-To: References: Matteo Bruni (@Mystral) commented about dlls/d3dx10_43/compiler.c: > + { > + hr = E_OUTOFMEMORY; > + goto end; > + } > + > + if (!ReadFile(file, source, source_size, &read_size, NULL) || read_size != source_size) > + { > + WARN("Failed to read file contents.\n"); > + hr = E_FAIL; > + goto end; > + } > + > + WideCharToMultiByte(CP_ACP, 0, filename, -1, filename_a, sizeof(filename_a), NULL, NULL); > + > + hr = D3DX10CreateEffectFromMemory(source, source_size, filename_a, defines, include, profile, > + shader_flags, effect_flags, device, effect_pool, pump, effect, errors, hresult); Makes sense. I'm not super happy with the patch subject, it doesn't immediately suggest to me that the idea is to always go through D3DX10CreateEffectFromMemory(). I don't necessarily have a better suggestion though, other than saying exactly that like "d3dx10: Go through D3DX10CreateEffectFromMemory() in all the D3DX10CreateEffectFrom*() variants." or similar. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/332#note_3150