Module: wine Branch: master Commit: c2aab4258a476512a62cd824a30f262d76994709 URL: http://source.winehq.org/git/wine.git/?a=commit;h=c2aab4258a476512a62cd824a3...
Author: Stefan Dösinger stefan@codeweavers.com Date: Thu May 12 20:24:51 2011 +0200
wined3d: Separate two unrelated variables.
---
dlls/wined3d/arb_program_shader.c | 32 +++++++++++++++++--------------- 1 files changed, 17 insertions(+), 15 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 6f87f0b..c987674 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -3521,7 +3521,7 @@ static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader, const local_constant *lconst; GLuint retval; char fragcolor[16]; - DWORD *lconst_map = local_const_mapping(shader), next_local, cur; + DWORD *lconst_map = local_const_mapping(shader), next_local; struct shader_arb_ctx_priv priv_ctx; BOOL dcl_td = FALSE; BOOL want_nv_prog = FALSE; @@ -3684,13 +3684,15 @@ static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader,
for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i) { + unsigned char bump_const; + if (!(map & 1)) continue;
- cur = compiled->numbumpenvmatconsts; - compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED; - compiled->bumpenvmatconst[cur].texunit = i; - compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED; - compiled->luminanceconst[cur].texunit = i; + bump_const = compiled->numbumpenvmatconsts; + compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED; + compiled->bumpenvmatconst[bump_const].texunit = i; + compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED; + compiled->luminanceconst[bump_const].texunit = i;
/* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading @@ -3701,16 +3703,16 @@ static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader, * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants, * their location is shader dependent anyway and they cannot be loaded globally. */ - compiled->bumpenvmatconst[cur].const_num = next_local++; + compiled->bumpenvmatconst[bump_const].const_num = next_local++; shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n", - i, compiled->bumpenvmatconst[cur].const_num); - compiled->numbumpenvmatconsts = cur + 1; + i, compiled->bumpenvmatconst[bump_const].const_num); + compiled->numbumpenvmatconsts = bump_const + 1;
if (!(reg_maps->luminanceparams & (1 << i))) continue;
- compiled->luminanceconst[cur].const_num = next_local++; + compiled->luminanceconst[bump_const].const_num = next_local++; shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n", - i, compiled->luminanceconst[cur].const_num); + i, compiled->luminanceconst[bump_const].const_num); }
for(i = 0; i < MAX_CONST_I; i++) @@ -3763,6 +3765,7 @@ static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader, * applied / activated. This will probably result in wrong rendering of the texture, but will save us from * shader compilation errors and the subsequent errors when drawing with this shader. */ if (priv_ctx.cur_ps_args->super.np2_fixup) { + unsigned char cur_fixup_sampler = 0;
struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info; const WORD map = priv_ctx.cur_ps_args->super.np2_fixup; @@ -3771,13 +3774,12 @@ static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader, fixup->offset = next_local; fixup->super.active = 0;
- cur = 0; for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { if (!(map & (1 << i))) continue;
- if (fixup->offset + (cur >> 1) < max_lconsts) { + if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) { fixup->super.active |= (1 << i); - fixup->super.idx[i] = cur++; + fixup->super.idx[i] = cur_fixup_sampler++; } else { FIXME("No free constant found to load NP2 fixup data into shader. " "Sampling from this texture will probably look wrong.\n"); @@ -3785,7 +3787,7 @@ static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader, } }
- fixup->super.num_consts = (cur + 1) >> 1; + fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1; if (fixup->super.num_consts) { shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n", fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);