[PATCH 4/5] wined3d: Use string_buffer_sprintf() in handle_ps3_input().
Matteo Bruni
mbruni at codeweavers.com
Tue Apr 28 18:38:19 CDT 2015
---
dlls/wined3d/glsl_shader.c | 31 +++++++++++++++++--------------
1 file changed, 17 insertions(+), 14 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index ff884f9..c70e308 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4763,19 +4763,20 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
HeapFree(GetProcessHeap(), 0, entry);
}
-static void handle_ps3_input(struct wined3d_string_buffer *buffer,
+static void handle_ps3_input(struct shader_glsl_priv *priv,
const struct wined3d_gl_info *gl_info, const DWORD *map,
const struct wined3d_shader_signature *input_signature,
const struct wined3d_shader_reg_maps *reg_maps_in,
const struct wined3d_shader_signature *output_signature,
const struct wined3d_shader_reg_maps *reg_maps_out)
{
+ struct wined3d_string_buffer *buffer = &priv->shader_buffer;
unsigned int i, j;
DWORD *set;
DWORD in_idx;
unsigned int in_count = vec4_varyings(3, gl_info);
char reg_mask[6];
- char destination[50];
+ struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
@@ -4797,11 +4798,11 @@ static void handle_ps3_input(struct wined3d_string_buffer *buffer,
}
if (in_idx == in_count)
- sprintf(destination, "gl_FrontColor");
+ string_buffer_sprintf(destination, "gl_FrontColor");
else if (in_idx == in_count + 1)
- sprintf(destination, "gl_FrontSecondaryColor");
+ string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
else
- sprintf(destination, "ps_link[%u]", in_idx);
+ string_buffer_sprintf(destination, "ps_link[%u]", in_idx);
if (!set[in_idx])
set[in_idx] = ~0u;
@@ -4824,7 +4825,7 @@ static void handle_ps3_input(struct wined3d_string_buffer *buffer,
shader_glsl_write_mask_to_str(mask, reg_mask);
shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
- destination, reg_mask, output->register_idx, reg_mask);
+ destination->buffer, reg_mask, output->register_idx, reg_mask);
}
}
@@ -4845,24 +4846,26 @@ static void handle_ps3_input(struct wined3d_string_buffer *buffer,
reg_mask[size] = '\0';
if (i == in_count)
- sprintf(destination, "gl_FrontColor");
+ string_buffer_sprintf(destination, "gl_FrontColor");
else if (i == in_count + 1)
- sprintf(destination, "gl_FrontSecondaryColor");
+ string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
else
- sprintf(destination, "ps_link[%u]", i);
+ string_buffer_sprintf(destination, "ps_link[%u]", i);
- if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
- else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
+ if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination->buffer, reg_mask);
+ else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination->buffer, reg_mask, size);
}
HeapFree(GetProcessHeap(), 0, set);
+ string_buffer_release(&priv->string_buffers, destination);
}
/* Context activation is done by the caller. */
-static GLuint generate_param_reorder_function(struct wined3d_string_buffer *buffer,
+static GLuint generate_param_reorder_function(struct shader_glsl_priv *priv,
const struct wined3d_shader *vs, const struct wined3d_shader *ps,
const struct wined3d_gl_info *gl_info)
{
+ struct wined3d_string_buffer *buffer = &priv->shader_buffer;
GLuint ret = 0;
DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
unsigned int i;
@@ -4961,7 +4964,7 @@ static GLuint generate_param_reorder_function(struct wined3d_string_buffer *buff
}
/* Then, fix the pixel shader input */
- handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, &ps->input_signature,
+ handle_ps3_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature,
&ps->reg_maps, &vs->output_signature, &vs->reg_maps);
shader_addline(buffer, "}\n");
@@ -6575,7 +6578,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
WORD map = vshader->reg_maps.input_registers;
struct wined3d_string_buffer *tmp_name = string_buffer_get(&priv->string_buffers);
- reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
+ reorder_shader_id = generate_param_reorder_function(priv, vshader, pshader, gl_info);
TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id, program_id);
GL_EXTCALL(glAttachShader(program_id, reorder_shader_id));
checkGLcall("glAttachShader");
--
2.0.5
More information about the wine-patches
mailing list