wined3d: Eliminate a useless local variable.
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@ -3251,7 +3251,7 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
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SHADER_BUFFER buffer;
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DWORD usage, usage_idx, writemask;
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char reg_mask[6];
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const struct wined3d_shader_semantic *semantics_out, *semantics_in;
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const struct wined3d_shader_semantic *semantics_out;
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shader_buffer_init(&buffer);
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@ -3327,7 +3327,6 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
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} else if(ps_major >= 3 && vs_major >= 3) {
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semantics_out = vs->semantics_out;
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semantics_in = ps->semantics_in;
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/* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
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shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
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@ -3357,19 +3356,17 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
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/* Then, fix the pixel shader input */
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handle_ps3_input(&buffer, gl_info, ps->input_reg_map,
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semantics_in, &ps->baseShader.reg_maps, semantics_out, &vs->baseShader.reg_maps);
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ps->semantics_in, &ps->baseShader.reg_maps, semantics_out, &vs->baseShader.reg_maps);
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shader_addline(&buffer, "}\n");
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} else if(ps_major >= 3 && vs_major < 3) {
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semantics_in = ps->semantics_in;
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shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
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shader_addline(&buffer, "void order_ps_input() {\n");
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/* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
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* point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
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* read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
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*/
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handle_ps3_input(&buffer, gl_info, ps->input_reg_map, semantics_in, &ps->baseShader.reg_maps, NULL, NULL);
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handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->semantics_in, &ps->baseShader.reg_maps, NULL, NULL);
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shader_addline(&buffer, "}\n");
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} else {
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ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
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