[PATCH 5/5] wined3d: Don't use the builtin FFP uniforms for texture transformation matrices.

Henri Verbeet hverbeet at gmail.com
Mon Mar 23 06:16:45 CDT 2015


On 20 March 2015 at 13:50, Matteo Bruni <mbruni at codeweavers.com> wrote:
> +    get_texture_matrix(context, state, tex, &mat);
> +    GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, (GLfloat *)&mat));
Like 110106.

> +    for (i = 0; i < MAX_TEXTURES; ++i)
> +    {
> +        char name[22];
> +
> +        sprintf(name, "ffp_texture_matrix[%u]", i);
I'd feel slightly happier if this kind of thing used snprintf(), but I
also think it's about time we start using something along the lines of
shader_addline() for these.



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