Commit ce63bd29 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d11: Compare semantic names ignoring case.

parent 91d72e08
...@@ -44,11 +44,10 @@ static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEME ...@@ -44,11 +44,10 @@ static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEME
struct wined3d_vertex_element **wined3d_elements) struct wined3d_vertex_element **wined3d_elements)
{ {
struct wined3d_shader_signature is; struct wined3d_shader_signature is;
unsigned int i;
HRESULT hr; HRESULT hr;
UINT i;
hr = parse_dxbc(shader_byte_code, shader_byte_code_length, isgn_handler, &is); if (FAILED(hr = parse_dxbc(shader_byte_code, shader_byte_code_length, isgn_handler, &is)))
if (FAILED(hr))
{ {
ERR("Failed to parse input signature.\n"); ERR("Failed to parse input signature.\n");
return E_FAIL; return E_FAIL;
...@@ -65,7 +64,7 @@ static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEME ...@@ -65,7 +64,7 @@ static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEME
{ {
struct wined3d_vertex_element *e = &(*wined3d_elements)[i]; struct wined3d_vertex_element *e = &(*wined3d_elements)[i];
const D3D11_INPUT_ELEMENT_DESC *f = &element_descs[i]; const D3D11_INPUT_ELEMENT_DESC *f = &element_descs[i];
UINT j; unsigned int j;
e->format = wined3dformat_from_dxgi_format(f->Format); e->format = wined3dformat_from_dxgi_format(f->Format);
e->input_slot = f->InputSlot; e->input_slot = f->InputSlot;
...@@ -79,13 +78,16 @@ static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEME ...@@ -79,13 +78,16 @@ static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEME
for (j = 0; j < is.element_count; ++j) for (j = 0; j < is.element_count; ++j)
{ {
if (!strcmp(element_descs[i].SemanticName, is.elements[j].semantic_name) if (!strcasecmp(element_descs[i].SemanticName, is.elements[j].semantic_name)
&& element_descs[i].SemanticIndex == is.elements[j].semantic_idx) && element_descs[i].SemanticIndex == is.elements[j].semantic_idx)
{ {
e->output_slot = is.elements[j].register_idx; e->output_slot = is.elements[j].register_idx;
break; break;
} }
} }
if (e->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
WARN("Unused input element %u.\n", i);
} }
shader_free_signature(&is); shader_free_signature(&is);
......
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