d3d10/effect: Remove unused field from property description data.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2022-11-27 18:24:03 +03:00 committed by Alexandre Julliard
parent 4376a8c709
commit 9a4f1bb229

View file

@ -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),
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),
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),
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) },
{ "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) },
{ "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) },
{ "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) },
{ "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) },
{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) },
{ "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) },
{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) },
{ "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) },
{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) },
{ "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) },
{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) },
{ "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 =