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>
This commit is contained in:
Paul Gofman 2020-03-27 12:50:38 +03:00 committed by Alexandre Julliard
parent 585d4fb742
commit 2c8c06054e
1 changed files with 4 additions and 4 deletions

View File

@ -1674,13 +1674,13 @@ static HRESULT d3dcompiler_parse_signature(struct d3dcompiler_shader_signature *
if (d[i].Register == 0xffffffff)
{
if (!_strnicmp(d[i].SemanticName, "sv_depth", -1))
if (!stricmp(d[i].SemanticName, "sv_depth"))
d[i].SystemValueType = D3D_NAME_DEPTH;
else if (!_strnicmp(d[i].SemanticName, "sv_coverage", -1))
else if (!stricmp(d[i].SemanticName, "sv_coverage"))
d[i].SystemValueType = D3D_NAME_COVERAGE;
else if (!_strnicmp(d[i].SemanticName, "sv_depthgreaterequal", -1))
else if (!stricmp(d[i].SemanticName, "sv_depthgreaterequal"))
d[i].SystemValueType = D3D_NAME_DEPTH_GREATER_EQUAL;
else if (!_strnicmp(d[i].SemanticName, "sv_depthlessequal", -1))
else if (!stricmp(d[i].SemanticName, "sv_depthlessequal"))
d[i].SystemValueType = D3D_NAME_DEPTH_LESS_EQUAL;
}
else