[WINED3D] Use shader_get_regtype() in register counting pass.

Ivan Gyurdiev ivg231 at gmail.com
Sun Jul 2 20:28:25 CDT 2006


This came up earlier - the regtype function properly handles extended 
registers, which we're interested in. We want to use that instead of the 
REGTYPE mask directly - this is the only such bug in all of wined3d.

-------------- next part --------------
---
 dlls/wined3d/baseshader.c |    2 +-
 1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index e9e3097..93eb367 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -410,7 +410,7 @@ void shader_get_registers_used(
                 DWORD param, addr_token, reg, regtype;
                 pToken += shader_get_param(iface, pToken, &param, &addr_token);
 
-                regtype = (param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT;
+                regtype = shader_get_regtype(param);
                 reg = param & D3DSP_REGNUM_MASK;
 
                 if (D3DSPR_TEXTURE == regtype) { /* vs: D3DSPR_ADDR */
-- 
1.4.0



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