wined3d: Eliminate a useless local variable.
Henri Verbeet
hverbeet at codeweavers.com
Wed Apr 8 01:35:07 CDT 2009
---
dlls/wined3d/glsl_shader.c | 9 +++------
1 files changed, 3 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 8ad4175..3301cc2 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3251,7 +3251,7 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
SHADER_BUFFER buffer;
DWORD usage, usage_idx, writemask;
char reg_mask[6];
- const struct wined3d_shader_semantic *semantics_out, *semantics_in;
+ const struct wined3d_shader_semantic *semantics_out;
shader_buffer_init(&buffer);
@@ -3327,7 +3327,6 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
} else if(ps_major >= 3 && vs_major >= 3) {
semantics_out = vs->semantics_out;
- semantics_in = ps->semantics_in;
/* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
@@ -3357,19 +3356,17 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
/* Then, fix the pixel shader input */
handle_ps3_input(&buffer, gl_info, ps->input_reg_map,
- semantics_in, &ps->baseShader.reg_maps, semantics_out, &vs->baseShader.reg_maps);
+ ps->semantics_in, &ps->baseShader.reg_maps, semantics_out, &vs->baseShader.reg_maps);
shader_addline(&buffer, "}\n");
} else if(ps_major >= 3 && vs_major < 3) {
- semantics_in = ps->semantics_in;
-
shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
shader_addline(&buffer, "void order_ps_input() {\n");
/* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
* point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
* read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
*/
- handle_ps3_input(&buffer, gl_info, ps->input_reg_map, semantics_in, &ps->baseShader.reg_maps, NULL, NULL);
+ handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->semantics_in, &ps->baseShader.reg_maps, NULL, NULL);
shader_addline(&buffer, "}\n");
} else {
ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
--
1.6.0.6
--------------090206050507000404010703--
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