[2/6] wined3d: Cleanup shader_glsl_get_output_register_swizzle()
H. Verbeet
hverbeet at gmail.com
Fri Dec 29 08:31:26 CST 2006
The name "shader_glsl_get_output_register_swizzle" is somewhat
misleading, since it returns a write mask rather than a swizzle. The
"output_register" part is redundant since inputs can't have write
masks. Also, using strcat is a bit overkill here (everywhere the
function is used we pass it an empty buffer).
Changelog:
- Cleanup shader_glsl_get_output_register_swizzle()
-------------- next part --------------
---
dlls/wined3d/glsl_shader.c | 28 ++++++++++++++--------------
1 files changed, 14 insertions(+), 14 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index fc60c39..4c00036 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -718,19 +718,19 @@ static void shader_glsl_get_register_nam
strcat(regstr, tmpStr);
}
-/* Writes the GLSL writemask for the destination register */
-static void shader_glsl_get_output_register_swizzle(
- const DWORD param,
- char *write_mask) {
-
- *write_mask = 0;
+/* Get the GLSL write mask for the destination register */
+static void shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
+ char *ptr = write_mask;
+
if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
- strcat(write_mask, ".");
- if (param & WINED3DSP_WRITEMASK_0) strcat(write_mask, "x");
- if (param & WINED3DSP_WRITEMASK_1) strcat(write_mask, "y");
- if (param & WINED3DSP_WRITEMASK_2) strcat(write_mask, "z");
- if (param & WINED3DSP_WRITEMASK_3) strcat(write_mask, "w");
+ *ptr++ = '.';
+ if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
+ if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
+ if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
+ if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
}
+
+ *ptr = '\0';
}
static void shader_glsl_get_input_register_swizzle(
@@ -804,7 +804,7 @@ static void shader_glsl_add_param(
shader_glsl_get_input_register_swizzle(param, is_color, reg_mask);
shader_glsl_gen_modifier(param, reg_name, reg_mask, out_str);
} else {
- shader_glsl_get_output_register_swizzle(param, reg_mask);
+ shader_glsl_get_write_mask(param, reg_mask);
sprintf(out_str, "%s%s", reg_name, reg_mask);
}
}
@@ -1788,7 +1788,7 @@ void pshader_glsl_input_pack(
if (!usage_token) continue;
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
- shader_glsl_get_output_register_swizzle(register_token, reg_mask);
+ shader_glsl_get_write_mask(register_token, reg_mask);
switch(usage) {
@@ -1843,7 +1843,7 @@ void vshader_glsl_output_unpack(
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
- shader_glsl_get_output_register_swizzle(register_token, reg_mask);
+ shader_glsl_get_write_mask(register_token, reg_mask);
switch(usage) {
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