wined3d: Get rid of "tmp" variables in wined3d_adapter_init_limits().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3416,11 +3416,10 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
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{
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GLint tmp;
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
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gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
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gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
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gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, gl_max);
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}
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else
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{
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@ -3432,13 +3431,12 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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if (gl_info->supported[ARB_VERTEX_SHADER])
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{
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GLint tmp;
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
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gl_info->limits.vertex_samplers = tmp;
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
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gl_info->limits.combined_samplers = tmp;
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp);
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gl_info->limits.vertex_attribs = tmp;
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
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gl_info->limits.vertex_samplers = gl_max;
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
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gl_info->limits.combined_samplers = gl_max;
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &gl_max);
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gl_info->limits.vertex_attribs = gl_max;
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/* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
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* is known at shader link time. In a vertex shader + pixel shader combination this isn't
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