Stefan Dösinger stefan@codeweavers.com writes:
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
//shader_glsl_get_write_mask(register_token, reg_mask);
Please clean up this sort of thing before submitting.
switch(usage) {
case WINED3DDECLUSAGE_BLENDWEIGHT:
shader_addline(buffer, "varying vec4 var_blendweight;\n", i, reg_mask, reg_mask);
break;
case WINED3DDECLUSAGE_BLENDINDICES:
shader_addline(buffer, "varying vec4 var_blendindices;\n", i, reg_mask, reg_mask);
break;
Why are you passing parameters that won't be used?