wined3d: Use wined3d_bit_scan() in vshader_get_input().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3578,24 +3578,24 @@ static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_id
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return FALSE;
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}
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BOOL vshader_get_input(const struct wined3d_shader *shader,
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BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
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bool vshader_get_input(const struct wined3d_shader *shader,
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uint8_t usage_req, uint8_t usage_idx_req, unsigned int *regnum)
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{
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WORD map = shader->reg_maps.input_registers;
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uint32_t map = shader->reg_maps.input_registers & 0xffff;
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unsigned int i;
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for (i = 0; map; map >>= 1, ++i)
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while (map)
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{
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if (!(map & 1)) continue;
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i = wined3d_bit_scan(&map);
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if (match_usage(shader->u.vs.attributes[i].usage,
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shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
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{
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*regnum = i;
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return TRUE;
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return true;
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}
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}
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return FALSE;
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return false;
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}
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static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
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@ -5759,8 +5759,8 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
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BOOL position_transformed, struct ps_compile_args *args,
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const struct wined3d_context *context) DECLSPEC_HIDDEN;
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BOOL vshader_get_input(const struct wined3d_shader *shader,
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BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
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bool vshader_get_input(const struct wined3d_shader *shader,
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uint8_t usage_req, uint8_t usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
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void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
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struct vs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
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