d3d8: Fix token type checks in convert_to_wined3d_declaration (Coverity).
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@ -275,7 +275,7 @@ static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3
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{
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stream = ((*token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
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offset = 0;
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} else if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000)) {
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} else if (token_type == D3DVSD_TOKEN_STREAMDATA && !(*token & D3DVSD_DATALOADTYPEMASK)) {
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DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
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DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
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@ -293,7 +293,7 @@ static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3
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element->usage_idx = wined3d_usage_lookup[reg].usage_idx;
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offset += wined3d_type_sizes[type];
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} else if (token_type == D3DVSD_TOKEN_STREAMDATA && (token_type & 0x10000000)) {
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} else if (token_type == D3DVSD_TOKEN_STREAMDATA && (*token & D3DVSD_DATALOADTYPEMASK)) {
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TRACE(" 0x%08x SKIP(%u)\n", token_type, ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
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offset += sizeof(DWORD) * ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
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}
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