On 24 April 2015 at 22:25, Matteo Bruni mbruni@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).