d3dcompiler: Use stricmp() instead of _strnicmp(..., -1).
Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1674,13 +1674,13 @@ static HRESULT d3dcompiler_parse_signature(struct d3dcompiler_shader_signature *
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if (d[i].Register == 0xffffffff)
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{
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if (!_strnicmp(d[i].SemanticName, "sv_depth", -1))
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if (!stricmp(d[i].SemanticName, "sv_depth"))
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d[i].SystemValueType = D3D_NAME_DEPTH;
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else if (!_strnicmp(d[i].SemanticName, "sv_coverage", -1))
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else if (!stricmp(d[i].SemanticName, "sv_coverage"))
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d[i].SystemValueType = D3D_NAME_COVERAGE;
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else if (!_strnicmp(d[i].SemanticName, "sv_depthgreaterequal", -1))
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else if (!stricmp(d[i].SemanticName, "sv_depthgreaterequal"))
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d[i].SystemValueType = D3D_NAME_DEPTH_GREATER_EQUAL;
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else if (!_strnicmp(d[i].SemanticName, "sv_depthlessequal", -1))
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else if (!stricmp(d[i].SemanticName, "sv_depthlessequal"))
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d[i].SystemValueType = D3D_NAME_DEPTH_LESS_EQUAL;
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}
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else
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