=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Reduce code duplication in shader_glsl_to_ functions.

Alexandre Julliard julliard at wine.codeweavers.com
Tue Jan 12 12:15:21 CST 2016


Module: wine
Branch: master
Commit: 69d34caf55db96983340ba907323ebb002e9fa58
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=69d34caf55db96983340ba907323ebb002e9fa58

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Mon Jan 11 11:53:26 2016 +0100

wined3d: Reduce code duplication in shader_glsl_to_ functions.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/wined3d/glsl_shader.c | 40 +++++++++++-----------------------------
 1 file changed, 11 insertions(+), 29 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 75ac4d5..23acdcc 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3346,7 +3346,8 @@ static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
     shader_glsl_scalar_op(ins);
 }
 
-static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
+static void shader_glsl_cast(const struct wined3d_shader_instruction *ins,
+        const char *vector_constructor, const char *scalar_constructor)
 {
     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
     struct glsl_src_param src_param;
@@ -3358,43 +3359,24 @@ static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
 
     if (mask_size > 1)
-        shader_addline(buffer, "ivec%u(%s));\n", mask_size, src_param.param_str);
+        shader_addline(buffer, "%s%u(%s));\n", vector_constructor, mask_size, src_param.param_str);
     else
-        shader_addline(buffer, "int(%s));\n", src_param.param_str);
+        shader_addline(buffer, "%s(%s));\n", scalar_constructor, src_param.param_str);
 }
 
-static void shader_glsl_to_uint(const struct wined3d_shader_instruction *ins)
+static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
 {
-    struct wined3d_string_buffer *buffer = ins->ctx->buffer;
-    struct glsl_src_param src_param;
-    unsigned int mask_size;
-    DWORD write_mask;
-
-    write_mask = shader_glsl_append_dst(buffer, ins);
-    mask_size = shader_glsl_get_write_mask_size(write_mask);
-    shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
+    shader_glsl_cast(ins, "ivec", "int");
+}
 
-    if (mask_size > 1)
-        shader_addline(buffer, "uvec%u(%s));\n", mask_size, src_param.param_str);
-    else
-        shader_addline(buffer, "uint(%s));\n", src_param.param_str);
+static void shader_glsl_to_uint(const struct wined3d_shader_instruction *ins)
+{
+    shader_glsl_cast(ins, "uvec", "uint");
 }
 
 static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
 {
-    struct wined3d_string_buffer *buffer = ins->ctx->buffer;
-    struct glsl_src_param src_param;
-    unsigned int mask_size;
-    DWORD write_mask;
-
-    write_mask = shader_glsl_append_dst(buffer, ins);
-    mask_size = shader_glsl_get_write_mask_size(write_mask);
-    shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
-
-    if (mask_size > 1)
-        shader_addline(buffer, "vec%u(%s));\n", mask_size, src_param.param_str);
-    else
-        shader_addline(buffer, "float(%s));\n", src_param.param_str);
+    shader_glsl_cast(ins, "vec", "float");
 }
 
 /** Process signed comparison opcodes in GLSL. */




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