wined3d: Clear reg_maps in shader_get_registers_used() instead of the callers.
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@ -556,8 +556,7 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_m
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/* There are some minor differences between pixel and vertex shaders */
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memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
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memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
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memset(reg_maps, 0, sizeof(*reg_maps));
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/* get_registers_used is called on every compile on some 1.x shaders, which can result
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* in stacking up a collection of local constants. Delete the old constants if existing
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@ -314,7 +314,6 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
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list_init(&This->baseShader.constantsI);
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/* Second pass: figure out which registers are used, what the semantics are, etc.. */
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memset(reg_maps, 0, sizeof(shader_reg_maps));
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hr = shader_get_registers_used((IWineD3DBaseShader *)This, reg_maps, This->semantics_in, NULL, pFunction);
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if (FAILED(hr)) return hr;
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@ -329,7 +329,6 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
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/* Second pass: figure out registers used, semantics, etc.. */
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This->min_rel_offset = GL_LIMITS(vshader_constantsF);
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This->max_rel_offset = 0;
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memset(reg_maps, 0, sizeof(shader_reg_maps));
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hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
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This->semantics_in, This->semantics_out, pFunction);
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if (hr != WINED3D_OK) return hr;
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