Stefan Dösinger : wined3d: Separate two unrelated variables.
Alexandre Julliard
julliard at winehq.org
Fri May 13 11:17:51 CDT 2011
Module: wine
Branch: master
Commit: c2aab4258a476512a62cd824a30f262d76994709
URL: http://source.winehq.org/git/wine.git/?a=commit;h=c2aab4258a476512a62cd824a30f262d76994709
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Thu May 12 20:24:51 2011 +0200
wined3d: Separate two unrelated variables.
---
dlls/wined3d/arb_program_shader.c | 32 +++++++++++++++++---------------
1 files changed, 17 insertions(+), 15 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 6f87f0b..c987674 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -3521,7 +3521,7 @@ static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader,
const local_constant *lconst;
GLuint retval;
char fragcolor[16];
- DWORD *lconst_map = local_const_mapping(shader), next_local, cur;
+ DWORD *lconst_map = local_const_mapping(shader), next_local;
struct shader_arb_ctx_priv priv_ctx;
BOOL dcl_td = FALSE;
BOOL want_nv_prog = FALSE;
@@ -3684,13 +3684,15 @@ static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader,
for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
{
+ unsigned char bump_const;
+
if (!(map & 1)) continue;
- cur = compiled->numbumpenvmatconsts;
- compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
- compiled->bumpenvmatconst[cur].texunit = i;
- compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
- compiled->luminanceconst[cur].texunit = i;
+ bump_const = compiled->numbumpenvmatconsts;
+ compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
+ compiled->bumpenvmatconst[bump_const].texunit = i;
+ compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
+ compiled->luminanceconst[bump_const].texunit = i;
/* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
* in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
@@ -3701,16 +3703,16 @@ static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader,
* shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
* their location is shader dependent anyway and they cannot be loaded globally.
*/
- compiled->bumpenvmatconst[cur].const_num = next_local++;
+ compiled->bumpenvmatconst[bump_const].const_num = next_local++;
shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
- i, compiled->bumpenvmatconst[cur].const_num);
- compiled->numbumpenvmatconsts = cur + 1;
+ i, compiled->bumpenvmatconst[bump_const].const_num);
+ compiled->numbumpenvmatconsts = bump_const + 1;
if (!(reg_maps->luminanceparams & (1 << i))) continue;
- compiled->luminanceconst[cur].const_num = next_local++;
+ compiled->luminanceconst[bump_const].const_num = next_local++;
shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
- i, compiled->luminanceconst[cur].const_num);
+ i, compiled->luminanceconst[bump_const].const_num);
}
for(i = 0; i < MAX_CONST_I; i++)
@@ -3763,6 +3765,7 @@ static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader,
* applied / activated. This will probably result in wrong rendering of the texture, but will save us from
* shader compilation errors and the subsequent errors when drawing with this shader. */
if (priv_ctx.cur_ps_args->super.np2_fixup) {
+ unsigned char cur_fixup_sampler = 0;
struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
@@ -3771,13 +3774,12 @@ static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader,
fixup->offset = next_local;
fixup->super.active = 0;
- cur = 0;
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
if (!(map & (1 << i))) continue;
- if (fixup->offset + (cur >> 1) < max_lconsts) {
+ if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
fixup->super.active |= (1 << i);
- fixup->super.idx[i] = cur++;
+ fixup->super.idx[i] = cur_fixup_sampler++;
} else {
FIXME("No free constant found to load NP2 fixup data into shader. "
"Sampling from this texture will probably look wrong.\n");
@@ -3785,7 +3787,7 @@ static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader,
}
}
- fixup->super.num_consts = (cur + 1) >> 1;
+ fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
if (fixup->super.num_consts) {
shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
More information about the wine-cvs
mailing list