Henri Verbeet : wined3d: Explicitly check the shader type in shader_glsl_get_register_name().
Alexandre Julliard
julliard at winehq.org
Fri Oct 19 13:33:53 CDT 2012
Module: wine
Branch: master
Commit: 7365f9e6afaa6deb1afaad95388cfbb627f85ba6
URL: http://source.winehq.org/git/wine.git/?a=commit;h=7365f9e6afaa6deb1afaad95388cfbb627f85ba6
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Thu Oct 18 22:12:49 2012 +0200
wined3d: Explicitly check the shader type in shader_glsl_get_register_name().
---
dlls/wined3d/glsl_shader.c | 12 ++++++------
1 files changed, 6 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index a66107c..56c2746 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1319,9 +1319,9 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
const struct wined3d_shader *shader = ins->ctx->shader;
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
+ const struct wined3d_shader_version *version = ®_maps->shader_version;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
- char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
- const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
+ const char *prefix = shader_glsl_get_prefix(version->type);
*is_color = FALSE;
@@ -1333,7 +1333,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
case WINED3DSPR_INPUT:
/* vertex shaders */
- if (!pshader)
+ if (version->type == WINED3D_SHADER_TYPE_VERTEX)
{
struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
if (priv->cur_vs_args->swizzle_map & (1 << reg->idx[0].offset))
@@ -1343,10 +1343,10 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
}
/* pixel shaders >= 3.0 */
- if (reg_maps->shader_version.major >= 3)
+ if (version->major >= 3)
{
DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset];
- unsigned int in_count = vec4_varyings(reg_maps->shader_version.major, gl_info);
+ unsigned int in_count = vec4_varyings(version->major, gl_info);
if (reg->idx[0].rel_addr)
{
@@ -1432,7 +1432,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
break;
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
- if (pshader)
+ if (version->type == WINED3D_SHADER_TYPE_PIXEL)
sprintf(register_name, "T%u", reg->idx[0].offset);
else
sprintf(register_name, "A%u", reg->idx[0].offset);
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