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wine
wine-winehq
Commits
2df49ea8
Commit
2df49ea8
authored
Apr 08, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Apr 08, 2009
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Plain Diff
wined3d: Eliminate a useless local variable.
parent
9ec0b09d
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Showing
1 changed file
with
3 additions
and
6 deletions
+3
-6
glsl_shader.c
dlls/wined3d/glsl_shader.c
+3
-6
No files found.
dlls/wined3d/glsl_shader.c
View file @
2df49ea8
...
...
@@ -3251,7 +3251,7 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
SHADER_BUFFER
buffer
;
DWORD
usage
,
usage_idx
,
writemask
;
char
reg_mask
[
6
];
const
struct
wined3d_shader_semantic
*
semantics_out
,
*
semantics_in
;
const
struct
wined3d_shader_semantic
*
semantics_out
;
shader_buffer_init
(
&
buffer
);
...
...
@@ -3327,7 +3327,6 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
}
else
if
(
ps_major
>=
3
&&
vs_major
>=
3
)
{
semantics_out
=
vs
->
semantics_out
;
semantics_in
=
ps
->
semantics_in
;
/* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
shader_addline
(
&
buffer
,
"varying vec4 IN[%u];
\n
"
,
GL_LIMITS
(
glsl_varyings
)
/
4
);
...
...
@@ -3357,19 +3356,17 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
/* Then, fix the pixel shader input */
handle_ps3_input
(
&
buffer
,
gl_info
,
ps
->
input_reg_map
,
semantics_in
,
&
ps
->
baseShader
.
reg_maps
,
semantics_out
,
&
vs
->
baseShader
.
reg_maps
);
ps
->
semantics_in
,
&
ps
->
baseShader
.
reg_maps
,
semantics_out
,
&
vs
->
baseShader
.
reg_maps
);
shader_addline
(
&
buffer
,
"}
\n
"
);
}
else
if
(
ps_major
>=
3
&&
vs_major
<
3
)
{
semantics_in
=
ps
->
semantics_in
;
shader_addline
(
&
buffer
,
"varying vec4 IN[%u];
\n
"
,
GL_LIMITS
(
glsl_varyings
)
/
4
);
shader_addline
(
&
buffer
,
"void order_ps_input() {
\n
"
);
/* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
* point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
* read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
*/
handle_ps3_input
(
&
buffer
,
gl_info
,
ps
->
input_reg_map
,
semantics_in
,
&
ps
->
baseShader
.
reg_maps
,
NULL
,
NULL
);
handle_ps3_input
(
&
buffer
,
gl_info
,
ps
->
input_reg_map
,
ps
->
semantics_in
,
&
ps
->
baseShader
.
reg_maps
,
NULL
,
NULL
);
shader_addline
(
&
buffer
,
"}
\n
"
);
}
else
{
ERR
(
"Unexpected vertex and pixel shader version condition: vs: %d, ps: %d
\n
"
,
vs_major
,
ps_major
);
...
...
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