wined3d: Clear reg_maps in shader_get_registers_used() instead of the callers.

This commit is contained in:
Henri Verbeet 2009-04-28 09:53:29 +02:00 committed by Alexandre Julliard
parent 0df4514894
commit 9db67a5971
3 changed files with 1 additions and 4 deletions

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@ -556,8 +556,7 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_m
/* There are some minor differences between pixel and vertex shaders */ /* There are some minor differences between pixel and vertex shaders */
memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat)); memset(reg_maps, 0, sizeof(*reg_maps));
memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
/* get_registers_used is called on every compile on some 1.x shaders, which can result /* get_registers_used is called on every compile on some 1.x shaders, which can result
* in stacking up a collection of local constants. Delete the old constants if existing * 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
list_init(&This->baseShader.constantsI); list_init(&This->baseShader.constantsI);
/* Second pass: figure out which registers are used, what the semantics are, etc.. */ /* Second pass: figure out which registers are used, what the semantics are, etc.. */
memset(reg_maps, 0, sizeof(shader_reg_maps));
hr = shader_get_registers_used((IWineD3DBaseShader *)This, reg_maps, This->semantics_in, NULL, pFunction); hr = shader_get_registers_used((IWineD3DBaseShader *)This, reg_maps, This->semantics_in, NULL, pFunction);
if (FAILED(hr)) return hr; if (FAILED(hr)) return hr;

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@ -329,7 +329,6 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
/* Second pass: figure out registers used, semantics, etc.. */ /* Second pass: figure out registers used, semantics, etc.. */
This->min_rel_offset = GL_LIMITS(vshader_constantsF); This->min_rel_offset = GL_LIMITS(vshader_constantsF);
This->max_rel_offset = 0; This->max_rel_offset = 0;
memset(reg_maps, 0, sizeof(shader_reg_maps));
hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps, hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
This->semantics_in, This->semantics_out, pFunction); This->semantics_in, This->semantics_out, pFunction);
if (hr != WINED3D_OK) return hr; if (hr != WINED3D_OK) return hr;