=?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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