=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Fix SM4 udiv instruction.
Alexandre Julliard
julliard at wine.codeweavers.com
Tue Jan 19 10:50:27 CST 2016
Module: wine
Branch: master
Commit: f92d7726881029f159cb9d2f92acf7cf0cab600f
URL: http://source.winehq.org/git/wine.git/?a=commit;h=f92d7726881029f159cb9d2f92acf7cf0cab600f
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Mon Jan 18 21:16:48 2016 +0100
wined3d: Fix SM4 udiv instruction.
Previously, it generated syntactically incorrect GLSL
when both dst params were not equal to NULL.
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 | 7 +++----
1 file changed, 3 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 07a8fc4..8dc97b9 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3019,7 +3019,6 @@ static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
if (ins->dst[0].reg.type != WINED3DSPR_NULL)
{
-
if (ins->dst[1].reg.type != WINED3DSPR_NULL)
{
char dst_mask[6];
@@ -3027,15 +3026,15 @@ static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
- shader_addline(buffer, "tmp0%s = %s / %s;\n",
+ shader_addline(buffer, "tmp0%s = uintBitsToFloat(%s / %s);\n",
dst_mask, src0_param.param_str, src1_param.param_str);
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
- shader_addline(buffer, "%s %% %s));\n", src0_param.param_str, src1_param.param_str);
+ shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
- shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
+ shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT);
shader_addline(buffer, "tmp0%s);\n", dst_mask);
}
else
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