wined3d: Get rid of "tmp" variables in wined3d_adapter_init_limits().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-02-21 13:24:45 +01:00 committed by Alexandre Julliard
parent 711539bc6e
commit 9acc780aad

View file

@ -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