wined3d: Don't compare const_num against -1.
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4ff5736edf
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362bc0d694
dlls/wined3d
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@ -212,7 +212,8 @@ static void shader_arb_load_constants(
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
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deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
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if(psi->luminanceconst[i].const_num != -1) {
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if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
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{
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/* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
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* point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
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* don't care about them. The pointers are valid for sure because the stateblock is bigger.
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@ -777,7 +778,9 @@ static void pshader_hw_bem(const SHADER_OPCODE_ARG *arg)
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int i;
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for(i = 0; i < This->numbumpenvmatconsts; i++) {
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if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) {
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if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
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&& This->bumpenvmatconst[i].texunit == sampler_code)
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{
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has_bumpmat = TRUE;
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break;
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}
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@ -1232,13 +1235,17 @@ static void pshader_hw_texbem(const SHADER_OPCODE_ARG *arg)
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pshader_get_register_name(arg->shader, dst, reg_coord);
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for(i = 0; i < This->numbumpenvmatconsts; i++) {
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if(This->bumpenvmatconst[i].const_num != -1 && reg_dest_code == This->bumpenvmatconst[i].texunit) {
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if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
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&& reg_dest_code == This->bumpenvmatconst[i].texunit)
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{
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has_bumpmat = TRUE;
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break;
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}
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}
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for(i = 0; i < This->numbumpenvmatconsts; i++) {
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if(This->luminanceconst[i].const_num != -1 && reg_dest_code == This->luminanceconst[i].texunit) {
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if (This->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED
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&& reg_dest_code == This->luminanceconst[i].texunit)
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{
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has_luminance = TRUE;
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break;
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}
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@ -435,6 +435,8 @@ enum vertexprocessing_mode {
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pretransformed
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};
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#define WINED3D_CONST_NUM_UNUSED ~0U
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struct stb_const_desc {
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char texunit;
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UINT const_num;
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