2010/11/7 Rico Schüller <kgbric...@web.de>: > + hr = d3dcompiler_parse_reflection(data, data_size, riid, object); > + if (FAILED(hr)) > + { > + WARN("Failed to parse shader reflection\n"); > + IUnknown_Release((IUnknown *)object); > + return hr; > + } You might as well create a function along the lines of d3dc_shader_reflection_init(), call that here, and keep the vtbl and d3dcompiler_parse_reflection() internal to reflect.c.
> +static void d3dcompiler_parse_unknown(const char *data, DWORD data_size) > +{ > + const char *ptr = data; > + > + skip_dword_unknown(&ptr, data_size >> 2); > + > + return; > +} I don't think this is very useful in general, it's just going to create a lot of console spam.