[Coverity] Remove some dodgy code to iterate shader stages

This commit is contained in:
baldurk
2016-07-20 18:42:10 +02:00
parent 0f6bc31b2c
commit e8e1b34d26
3 changed files with 43 additions and 19 deletions
+22 -10
View File
@@ -1627,25 +1627,37 @@ void ReplayRenderer::FetchPipelineState()
m_VulkanPipelineState = m_pDevice->GetVulkanPipelineState();
{
D3D11PipelineState::ShaderStage *stage = &m_D3D11PipelineState.m_VS;
D3D11PipelineState::ShaderStage *stages[] = {
&m_D3D11PipelineState.m_VS, &m_D3D11PipelineState.m_HS, &m_D3D11PipelineState.m_DS,
&m_D3D11PipelineState.m_GS, &m_D3D11PipelineState.m_PS, &m_D3D11PipelineState.m_CS,
};
for(int i = 0; i < 6; i++)
if(stage[i].Shader != ResourceId())
stage[i].ShaderDetails = m_pDevice->GetShader(m_pDevice->GetLiveID(stage[i].Shader), "");
if(stages[i]->Shader != ResourceId())
stages[i]->ShaderDetails = m_pDevice->GetShader(m_pDevice->GetLiveID(stages[i]->Shader), "");
}
{
GLPipelineState::ShaderStage *stage = &m_GLPipelineState.m_VS;
GLPipelineState::ShaderStage *stages[] = {
&m_GLPipelineState.m_VS, &m_GLPipelineState.m_TCS, &m_GLPipelineState.m_TES,
&m_GLPipelineState.m_GS, &m_GLPipelineState.m_FS, &m_GLPipelineState.m_CS,
};
for(int i = 0; i < 6; i++)
if(stage[i].Shader != ResourceId())
stage[i].ShaderDetails = m_pDevice->GetShader(m_pDevice->GetLiveID(stage[i].Shader), "");
if(stages[i]->Shader != ResourceId())
stages[i]->ShaderDetails = m_pDevice->GetShader(m_pDevice->GetLiveID(stages[i]->Shader), "");
}
{
VulkanPipelineState::ShaderStage *stage = &m_VulkanPipelineState.VS;
VulkanPipelineState::ShaderStage *stages[] = {
&m_VulkanPipelineState.VS, &m_VulkanPipelineState.TCS, &m_VulkanPipelineState.TES,
&m_VulkanPipelineState.GS, &m_VulkanPipelineState.FS, &m_VulkanPipelineState.CS,
};
for(int i = 0; i < 6; i++)
if(stage[i].Shader != ResourceId())
stage[i].ShaderDetails =
m_pDevice->GetShader(m_pDevice->GetLiveID(stage[i].Shader), stage[i].entryPoint.elems);
if(stages[i]->Shader != ResourceId())
stages[i]->ShaderDetails = m_pDevice->GetShader(m_pDevice->GetLiveID(stages[i]->Shader),
stages[i]->entryPoint.elems);
}
}