wined3d: Replace an open-coded implementation of LIST_FOR_EACH_ENTRY_SAFE.

This commit is contained in:
Matteo Bruni 2015-07-02 17:41:32 +02:00 committed by Alexandre Julliard
parent 93c88d34a8
commit 30031f6da4
1 changed files with 7 additions and 14 deletions

View File

@ -409,16 +409,10 @@ static unsigned int shader_get_float_offset(enum wined3d_shader_register_type re
static void shader_delete_constant_list(struct list *clist) static void shader_delete_constant_list(struct list *clist)
{ {
struct wined3d_shader_lconst *constant; struct wined3d_shader_lconst *constant, *constant_next;
struct list *ptr;
ptr = list_head(clist); LIST_FOR_EACH_ENTRY_SAFE(constant, constant_next, clist, struct wined3d_shader_lconst, entry)
while (ptr)
{
constant = LIST_ENTRY(ptr, struct wined3d_shader_lconst, entry);
ptr = list_next(clist, ptr);
HeapFree(GetProcessHeap(), 0, constant); HeapFree(GetProcessHeap(), 0, constant);
}
list_init(clist); list_init(clist);
} }
@ -2046,6 +2040,11 @@ static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *b
TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n", TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
shader, byte_code, output_signature, float_const_count); shader, byte_code, output_signature, float_const_count);
list_init(&shader->constantsF);
list_init(&shader->constantsB);
list_init(&shader->constantsI);
shader->lconst_inf_or_nan = FALSE;
fe = shader_select_frontend(*byte_code); fe = shader_select_frontend(*byte_code);
if (!fe) if (!fe)
{ {
@ -2064,12 +2063,6 @@ static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *b
if (TRACE_ON(d3d_shader)) if (TRACE_ON(d3d_shader))
shader_trace_init(fe, shader->frontend_data, byte_code); shader_trace_init(fe, shader->frontend_data, byte_code);
/* Initialize immediate constant lists. */
list_init(&shader->constantsF);
list_init(&shader->constantsB);
list_init(&shader->constantsI);
shader->lconst_inf_or_nan = FALSE;
/* Second pass: figure out which registers are used, what the semantics are, etc. */ /* Second pass: figure out which registers are used, what the semantics are, etc. */
if (FAILED(hr = shader_get_registers_used(shader, fe, reg_maps, &shader->input_signature, if (FAILED(hr = shader_get_registers_used(shader, fe, reg_maps, &shader->input_signature,
&shader->output_signature, byte_code, float_const_count))) &shader->output_signature, byte_code, float_const_count)))