[PATCH 4/7] wined3d: Pass correct input count to shader_glsl_setup_sm3_rasterizer_input().

Józef Kucia jkucia at codeweavers.com
Mon May 8 02:48:02 CDT 2017


We declare min(vec4_varyings(4, gl_info), input_count) shader outputs.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/glsl_shader.c | 3 ++-
 1 file changed, 2 insertions(+), 1 deletion(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index ceecf47..b0a7b75 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -6791,8 +6791,9 @@ static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_p
 {
     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
 
+    input_count = min(vec4_varyings(4, gl_info), input_count);
     if (input_count)
-        declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info), input_count));
+        declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", input_count);
 
     shader_addline(buffer, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
             shader_glsl_get_prefix(shader->reg_maps.shader_version.type), shader->limits->packed_output);
-- 
2.10.2




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