Re: [PATCH 4/5] wined3d: Don't use the builtin FFP uniforms for texture transformation matrices. (v3)
26 Apr
2015
26 Apr
'15
8:19 p.m.
On 24 April 2015 at 22:25, Matteo Bruni <mbruni(a)codeweavers.com> wrote:
+static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context *context, + const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog) +{ + const struct wined3d_gl_info *gl_info = context->gl_info; + struct wined3d_matrix mat; + + if (tex >= MAX_TEXTURES) + return; I think the patch is fine as it is, but as a style comment, arguably you aren't so much validating "tex" against MAX_TEXTURES here as against ARRAY_SIZE(texture_matrix_location).
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Henri Verbeet