Henri Verbeet : wined3d: Clear reg_maps in shader_get_registers_used() instead of the callers.
Module: wine Branch: master Commit: 9db67a59712d4b8cdce52b022d2b7926e25b6198 URL: http://source.winehq.org/git/wine.git/?a=commit;h=9db67a59712d4b8cdce52b022d... Author: Henri Verbeet <hverbeet(a)codeweavers.com> Date: Tue Apr 28 09:53:29 2009 +0200 wined3d: Clear reg_maps in shader_get_registers_used() instead of the callers. --- dlls/wined3d/baseshader.c | 3 +-- dlls/wined3d/pixelshader.c | 1 - dlls/wined3d/vertexshader.c | 1 - 3 files changed, 1 insertions(+), 4 deletions(-) diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c index d565fb3..fb5effc 100644 --- a/dlls/wined3d/baseshader.c +++ b/dlls/wined3d/baseshader.c @@ -556,8 +556,7 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_m /* There are some minor differences between pixel and vertex shaders */ - memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat)); - memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams)); + memset(reg_maps, 0, sizeof(*reg_maps)); /* get_registers_used is called on every compile on some 1.x shaders, which can result * in stacking up a collection of local constants. Delete the old constants if existing diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index 0b1aa1d..04b5c61 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -314,7 +314,6 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i list_init(&This->baseShader.constantsI); /* Second pass: figure out which registers are used, what the semantics are, etc.. */ - memset(reg_maps, 0, sizeof(shader_reg_maps)); hr = shader_get_registers_used((IWineD3DBaseShader *)This, reg_maps, This->semantics_in, NULL, pFunction); if (FAILED(hr)) return hr; diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index 6d4dc24..b373caa 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -329,7 +329,6 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader /* Second pass: figure out registers used, semantics, etc.. */ This->min_rel_offset = GL_LIMITS(vshader_constantsF); This->max_rel_offset = 0; - memset(reg_maps, 0, sizeof(shader_reg_maps)); hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps, This->semantics_in, This->semantics_out, pFunction); if (hr != WINED3D_OK) return hr;
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Alexandre Julliard