[PATCH 4/5] wined3d: Don't use the builtin FFP uniforms for texture transformation matrices. (v3)
Henri Verbeet
hverbeet at gmail.com
Sun Apr 26 15:19:22 CDT 2015
On 24 April 2015 at 22:25, Matteo Bruni <mbruni at codeweavers.com> wrote:
> +static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context *context,
> + const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog)
> +{
> + const struct wined3d_gl_info *gl_info = context->gl_info;
> + struct wined3d_matrix mat;
> +
> + if (tex >= MAX_TEXTURES)
> + return;
I think the patch is fine as it is, but as a style comment, arguably
you aren't so much validating "tex" against MAX_TEXTURES here as
against ARRAY_SIZE(texture_matrix_location).
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