[PATCH 1/5] wined3d: Use the correct relative address for constant buffers in the GLSL shader backend.

Henri Verbeet hverbeet at codeweavers.com
Sun Oct 14 11:40:33 CDT 2012


---
 dlls/wined3d/glsl_shader.c |    4 ++--
 1 files changed, 2 insertions(+), 2 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 1f269f0..046ee43 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1541,10 +1541,10 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
             break;
 
         case WINED3DSPR_CONSTBUFFER:
-            if (reg->rel_addr)
+            if (reg->array_rel_addr)
             {
                 struct glsl_src_param rel_param;
-                shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
+                shader_glsl_add_src_param(ins, reg->array_rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
                 sprintf(register_name, "%s_cb%u[%s + %u]", prefix, reg->idx, rel_param.param_str, reg->array_idx);
             }
             else
-- 
1.7.8.6




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