Commit 0e4f31ac authored by Dmitry Timoshkov's avatar Dmitry Timoshkov Committed by Alexandre Julliard

wined3d: Avoid calling _strnicmp() with limit -1.

It's considered invalid by native ucrtbase (installed with winetricks). Signed-off-by: 's avatarDmitry Timoshkov <dmitry@baikal.ru> Signed-off-by: 's avatarHenri Verbeet <hverbeet@codeweavers.com> Signed-off-by: 's avatarAlexandre Julliard <julliard@winehq.org>
parent 1c65c948
...@@ -3736,7 +3736,7 @@ static struct wined3d_shader_signature_element *shader_find_signature_element(co ...@@ -3736,7 +3736,7 @@ static struct wined3d_shader_signature_element *shader_find_signature_element(co
for (i = 0; i < s->element_count; ++i) for (i = 0; i < s->element_count; ++i)
{ {
if (e[i].stream_idx == stream_idx if (e[i].stream_idx == stream_idx
&& !_strnicmp(e[i].semantic_name, semantic_name, -1) && !stricmp(e[i].semantic_name, semantic_name)
&& e[i].semantic_idx == semantic_idx) && e[i].semantic_idx == semantic_idx)
return &e[i]; return &e[i];
} }
......
...@@ -1319,7 +1319,7 @@ static void *shader_sm4_init(const DWORD *byte_code, size_t byte_code_size, ...@@ -1319,7 +1319,7 @@ static void *shader_sm4_init(const DWORD *byte_code, size_t byte_code_size,
struct wined3d_shader_signature_element *e = &output_signature->elements[i]; struct wined3d_shader_signature_element *e = &output_signature->elements[i];
if (priv->shader_version.type == WINED3D_SHADER_TYPE_PIXEL if (priv->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
&& _strnicmp(e->semantic_name, "SV_TARGET", -1)) && stricmp(e->semantic_name, "SV_TARGET"))
continue; continue;
if (e->register_idx >= ARRAY_SIZE(priv->output_map)) if (e->register_idx >= ARRAY_SIZE(priv->output_map))
{ {
......
...@@ -329,17 +329,17 @@ static BOOL wined3d_dll_init(HINSTANCE hInstDLL) ...@@ -329,17 +329,17 @@ static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
} }
if (!get_config_key(hkey, appkey, env, "shader_backend", buffer, size)) if (!get_config_key(hkey, appkey, env, "shader_backend", buffer, size))
{ {
if (!_strnicmp(buffer, "glsl", -1)) if (!stricmp(buffer, "glsl"))
{ {
ERR_(winediag)("Using the GLSL shader backend.\n"); ERR_(winediag)("Using the GLSL shader backend.\n");
wined3d_settings.shader_backend = WINED3D_SHADER_BACKEND_GLSL; wined3d_settings.shader_backend = WINED3D_SHADER_BACKEND_GLSL;
} }
else if (!_strnicmp(buffer, "arb", -1)) else if (!stricmp(buffer, "arb"))
{ {
ERR_(winediag)("Using the ARB shader backend.\n"); ERR_(winediag)("Using the ARB shader backend.\n");
wined3d_settings.shader_backend = WINED3D_SHADER_BACKEND_ARB; wined3d_settings.shader_backend = WINED3D_SHADER_BACKEND_ARB;
} }
else if (!_strnicmp(buffer, "none", -1)) else if (!stricmp(buffer, "none"))
{ {
ERR_(winediag)("Disabling shader backends.\n"); ERR_(winediag)("Disabling shader backends.\n");
wined3d_settings.shader_backend = WINED3D_SHADER_BACKEND_NONE; wined3d_settings.shader_backend = WINED3D_SHADER_BACKEND_NONE;
......
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