[PATCH 08/10] wined3d: Get rid of "tmp" variables in wined3d_adapter_init_limits().

Józef Kucia jkucia at codeweavers.com
Tue Feb 21 06:24:45 CST 2017


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/directx.c | 18 ++++++++----------
 1 file changed, 8 insertions(+), 10 deletions(-)

diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 0df4b58..56193da 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3416,11 +3416,10 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
 
         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
         {
-            GLint tmp;
             gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
             gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
-            gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
-            gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
+            gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
+            gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, gl_max);
         }
         else
         {
@@ -3432,13 +3431,12 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
 
         if (gl_info->supported[ARB_VERTEX_SHADER])
         {
-            GLint tmp;
-            gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
-            gl_info->limits.vertex_samplers = tmp;
-            gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
-            gl_info->limits.combined_samplers = tmp;
-            gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp);
-            gl_info->limits.vertex_attribs = tmp;
+            gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
+            gl_info->limits.vertex_samplers = gl_max;
+            gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
+            gl_info->limits.combined_samplers = gl_max;
+            gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &gl_max);
+            gl_info->limits.vertex_attribs = gl_max;
 
             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
-- 
2.10.2




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