[PATCH 5/5] wined3d: Use string_buffer_sprintf() in shader_glsl_generate_ffp_fragment_shader().
Matteo Bruni
mbruni at codeweavers.com
Tue Apr 28 18:38:20 CDT 2015
---
dlls/wined3d/glsl_shader.c | 13 ++++++++-----
1 file changed, 8 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index c70e308..c67199f 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -5907,9 +5907,10 @@ static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer *buffer, un
}
/* Context activation is done by the caller. */
-static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_string_buffer *buffer,
+static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *priv,
const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
{
+ struct wined3d_string_buffer *buffer = &priv->shader_buffer;
BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0;
BOOL tempreg_used = FALSE, tfactor_used = FALSE;
const char *final_combiner_src = "ret";
@@ -5917,6 +5918,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_string_buf
GLuint shader_id;
DWORD arg0, arg1, arg2;
unsigned int stage;
+ struct wined3d_string_buffer *tex_reg_name = string_buffer_get(&priv->string_buffers);
string_buffer_clear(buffer);
@@ -6058,7 +6060,6 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_string_buf
for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
{
const char *texture_function, *coord_mask;
- char tex_reg_name[8];
BOOL proj;
if (!(tex_map & (1 << stage)))
@@ -6188,8 +6189,8 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_string_buf
stage, texture_function, stage, stage, coord_mask);
}
- sprintf(tex_reg_name, "tex%u", stage);
- shader_glsl_color_correction_ext(buffer, tex_reg_name, WINED3DSP_WRITEMASK_ALL,
+ string_buffer_sprintf(tex_reg_name, "tex%u", stage);
+ shader_glsl_color_correction_ext(buffer, tex_reg_name->buffer, WINED3DSP_WRITEMASK_ALL,
settings->op[stage].color_fixup);
}
@@ -6262,6 +6263,8 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_string_buf
shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
+
+ string_buffer_release(&priv->string_buffers, tex_reg_name);
return shader_id;
}
@@ -6299,7 +6302,7 @@ static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(str
return NULL;
glsl_desc->entry.settings = *args;
- glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(&priv->shader_buffer, args, gl_info);
+ glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, args, gl_info);
list_init(&glsl_desc->linked_programs);
add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry);
--
2.0.5
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