wined3d: Eliminate a redundant local variable in get_loop_control_const().
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@ -4363,15 +4363,14 @@ static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
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IWineD3DBaseShaderImpl *This, UINT idx, struct loop_control *loop_control)
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IWineD3DBaseShaderImpl *This, UINT idx, struct loop_control *loop_control)
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{
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{
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BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
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BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
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WORD flag = (1 << idx);
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const local_constant *constant;
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struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
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struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
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/* Integer constants can either be a local constant, or they can be stored in the shader
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/* Integer constants can either be a local constant, or they can be stored in the shader
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* type specific compile args
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* type specific compile args. */
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*/
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if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
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if(This->baseShader.reg_maps.local_int_consts & flag)
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{
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{
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const local_constant *constant;
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LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
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LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
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{
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{
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if (constant->idx == idx)
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if (constant->idx == idx)
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