From: Józef Kucia Subject: [PATCH 08/10] wined3d: Get rid of "tmp" variables in wined3d_adapter_init_limits(). Message-Id: <20170221122447.9358-8-jkucia@codeweavers.com> Date: Tue, 21 Feb 2017 13:24:45 +0100 In-Reply-To: <20170221122447.9358-1-jkucia@codeweavers.com> References: <20170221122447.9358-1-jkucia@codeweavers.com> Signed-off-by: Józef Kucia --- dlls/wined3d/directx.c | 18 ++++++++---------- 1 file changed, 8 insertions(+), 10 deletions(-) diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index 0df4b58..56193da 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -3416,11 +3416,10 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { - GLint tmp; gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max); gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max); - gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp); - gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp); + gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max); + gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, gl_max); } else { @@ -3432,13 +3431,12 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) if (gl_info->supported[ARB_VERTEX_SHADER]) { - GLint tmp; - gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp); - gl_info->limits.vertex_samplers = tmp; - gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp); - gl_info->limits.combined_samplers = tmp; - gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp); - gl_info->limits.vertex_attribs = tmp; + gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &gl_max); + gl_info->limits.vertex_samplers = gl_max; + gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &gl_max); + gl_info->limits.combined_samplers = gl_max; + gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &gl_max); + gl_info->limits.vertex_attribs = gl_max; /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup * is known at shader link time. In a vertex shader + pixel shader combination this isn't -- 2.10.2