Henri Verbeet : wined3d: Apply modifiers after floatBitsToInt()/ floatBitsToUint() in shader_glsl_add_src_param().

Alexandre Julliard julliard at wine.codeweavers.com
Wed Feb 18 09:57:19 CST 2015


Module: wine
Branch: master
Commit: 3fa8f4ece38da2ee75b3b5f639a3cce64523b0fb
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=3fa8f4ece38da2ee75b3b5f639a3cce64523b0fb

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Wed Feb 18 10:39:32 2015 +0100

wined3d: Apply modifiers after floatBitsToInt()/floatBitsToUint() in shader_glsl_add_src_param().

---

 dlls/wined3d/glsl_shader.c | 14 +++++++-------
 1 file changed, 7 insertions(+), 7 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 0017e45..0804997 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1758,28 +1758,28 @@ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *i
     }
     else
     {
-        char param_str[200];
-
-        shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, param_str);
+        char reg_name[200];
 
         switch (wined3d_src->reg.data_type)
         {
             case WINED3D_DATA_FLOAT:
-                sprintf(glsl_src->param_str, "%s", param_str);
+                sprintf(reg_name, "%s", glsl_src->reg_name);
                 break;
             case WINED3D_DATA_INT:
-                sprintf(glsl_src->param_str, "floatBitsToInt(%s)", param_str);
+                sprintf(reg_name, "floatBitsToInt(%s)", glsl_src->reg_name);
                 break;
             case WINED3D_DATA_RESOURCE:
             case WINED3D_DATA_SAMPLER:
             case WINED3D_DATA_UINT:
-                sprintf(glsl_src->param_str, "floatBitsToUint(%s)", param_str);
+                sprintf(reg_name, "floatBitsToUint(%s)", glsl_src->reg_name);
                 break;
             default:
                 FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type);
-                sprintf(glsl_src->param_str, "%s", param_str);
+                sprintf(reg_name, "%s", glsl_src->reg_name);
                 break;
         }
+
+        shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name, swizzle_str, glsl_src->param_str);
     }
 }
 




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