diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 8bb82c89c95..7bc465bb951 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -93,7 +93,6 @@ struct glsl_dst_param struct glsl_src_param { - char reg_name[150]; char param_str[200]; }; @@ -3394,16 +3393,17 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context *c enum wined3d_data_type data_type) { struct shader_glsl_ctx_priv *priv = ctx->backend_data; - struct wined3d_string_buffer *reg_name = string_buffer_get(priv->string_buffers); + struct wined3d_string_buffer *param_str = string_buffer_get(priv->string_buffers); enum wined3d_data_type param_data_type; BOOL is_color = FALSE; char swizzle_str[6]; + char reg_name[150]; - glsl_src->reg_name[0] = '\0'; + reg_name[0] = '\0'; glsl_src->param_str[0] = '\0'; swizzle_str[0] = '\0'; - shader_glsl_get_register_name(&wined3d_src->reg, data_type, glsl_src->reg_name, &is_color, ctx); + shader_glsl_get_register_name(&wined3d_src->reg, data_type, reg_name, &is_color, ctx); shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str); switch (wined3d_src->reg.type) @@ -3427,10 +3427,10 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context *c break; } - shader_glsl_sprintf_cast(reg_name, glsl_src->reg_name, data_type, param_data_type); - shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name->buffer, swizzle_str, glsl_src->param_str); + shader_glsl_sprintf_cast(param_str, reg_name, data_type, param_data_type); + shader_glsl_gen_modifier(wined3d_src->modifiers, param_str->buffer, swizzle_str, glsl_src->param_str); - string_buffer_release(priv->string_buffers, reg_name); + string_buffer_release(priv->string_buffers, param_str); } static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins, @@ -4998,12 +4998,12 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins) struct wined3d_string_buffer *buffer = ins->ctx->buffer; const struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader_lconst *constant; - struct glsl_src_param src1_param; const DWORD *control_values = NULL; + char reg_name[150]; if (ins->ctx->reg_maps->shader_version.major < 4) { - shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param); + shader_glsl_get_register_name(&ins->src[1].reg, ins->src[1].reg.data_type, reg_name, NULL, ins->ctx); /* Try to hardcode the loop control parameters if possible. Direct3D 9 * class hardware doesn't support real varying indexing, but Microsoft @@ -5054,9 +5054,9 @@ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins) else { shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n", - state->current_loop_depth, state->current_loop_reg, - src1_param.reg_name, state->current_loop_depth, src1_param.reg_name, - state->current_loop_depth, state->current_loop_reg, src1_param.reg_name); + state->current_loop_depth, state->current_loop_reg, reg_name, + state->current_loop_depth, reg_name, + state->current_loop_depth, state->current_loop_reg, reg_name); } ++state->current_loop_reg; @@ -6744,13 +6744,13 @@ static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins) { DWORD sampler_idx = ins->dst[0].reg.idx[0].offset; struct glsl_sample_function sample_function; - struct glsl_src_param src0_param; + char reg_name[150]; - shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param); + shader_glsl_get_register_name(&ins->src[0].reg, ins->src[0].reg.data_type, reg_name, NULL, ins->ctx); shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, - "%s.wx", src0_param.reg_name); + "%s.wx", reg_name); shader_glsl_release_sample_function(ins->ctx, &sample_function); } @@ -6760,13 +6760,13 @@ static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins) { DWORD sampler_idx = ins->dst[0].reg.idx[0].offset; struct glsl_sample_function sample_function; - struct glsl_src_param src0_param; + char reg_name[150]; - shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param); + shader_glsl_get_register_name(&ins->src[0].reg, ins->src[0].reg.data_type, reg_name, NULL, ins->ctx); shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, - "%s.yz", src0_param.reg_name); + "%s.yz", reg_name); shader_glsl_release_sample_function(ins->ctx, &sample_function); }