Commit 6341939f by Arun Patole Committed by Olli Etuaho

Fix code duplication in OutputHLSL

While debugging, I came across the piece of code in OutputHLSL::OutputHLSL which is unnecessarily duplicated, this change just fixes it. Change-Id: I0549d58696417ccf651bacfa19f489b290d4ba6e Reviewed-on: https://chromium-review.googlesource.com/259960Reviewed-by: 's avatarOlli Etuaho <oetuaho@nvidia.com> Tested-by: 's avatarOlli Etuaho <oetuaho@nvidia.com>
parent 0110e172
...@@ -143,16 +143,10 @@ OutputHLSL::OutputHLSL(sh::GLenum shaderType, int shaderVersion, ...@@ -143,16 +143,10 @@ OutputHLSL::OutputHLSL(sh::GLenum shaderType, int shaderVersion,
if (mOutputType == SH_HLSL9_OUTPUT) if (mOutputType == SH_HLSL9_OUTPUT)
{ {
if (mShaderType == GL_FRAGMENT_SHADER) // Fragment shaders need dx_DepthRange, dx_ViewCoords and dx_DepthFront.
{ // Vertex shaders need a slightly different set: dx_DepthRange, dx_ViewCoords and dx_ViewAdjust.
// Reserve registers for dx_DepthRange, dx_ViewCoords and dx_DepthFront // In both cases total 3 uniform registers need to be reserved.
mUniformHLSL->reserveUniformRegisters(3); mUniformHLSL->reserveUniformRegisters(3);
}
else
{
// Reserve registers for dx_DepthRange, dx_ViewAdjust and dx_ViewCoords
mUniformHLSL->reserveUniformRegisters(3);
}
} }
// Reserve registers for the default uniform block and driver constants // Reserve registers for the default uniform block and driver constants
......
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