wined3d: Just use the actual array size as argument to memcpy() in stateblock_copy().
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26db0be136
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@ -222,22 +222,22 @@ void stateblock_copy(
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}
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}
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/* Fixed size arrays */
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/* Fixed size arrays */
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memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
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memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(Dest->vertexShaderConstantB));
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memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
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memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(Dest->vertexShaderConstantI));
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memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
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memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(Dest->pixelShaderConstantB));
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memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
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memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(Dest->pixelShaderConstantI));
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memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
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memcpy(Dest->streamStride, This->streamStride, sizeof(Dest->streamStride));
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memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
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memcpy(Dest->streamOffset, This->streamOffset, sizeof(Dest->streamOffset));
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memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DBuffer *) * MAX_STREAMS);
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memcpy(Dest->streamSource, This->streamSource, sizeof(Dest->streamSource));
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memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
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memcpy(Dest->streamFreq, This->streamFreq, sizeof(Dest->streamFreq));
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memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
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memcpy(Dest->streamFlags, This->streamFlags, sizeof(Dest->streamFlags));
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memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
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memcpy(Dest->transforms, This->transforms, sizeof(Dest->transforms));
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memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
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memcpy(Dest->clipplane, This->clipplane, sizeof(Dest->clipplane));
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memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
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memcpy(Dest->renderState, This->renderState, sizeof(Dest->renderState));
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memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
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memcpy(Dest->textures, This->textures, sizeof(Dest->textures));
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memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
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memcpy(Dest->textureState, This->textureState, sizeof(Dest->textureState));
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memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
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memcpy(Dest->samplerState, This->samplerState, sizeof(Dest->samplerState));
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/* Dynamically sized arrays */
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/* Dynamically sized arrays */
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memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
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memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
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