=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Use correct data type for immediate constants.
Alexandre Julliard
julliard at winehq.org
Sun Mar 18 09:02:31 CDT 2018
Module: wine
Branch: oldstable
Commit: 5a6f24d2abdc54706fa1ac35e14c0453d6f34516
URL: https://source.winehq.org/git/wine.git/?a=commit;h=5a6f24d2abdc54706fa1ac35e14c0453d6f34516
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Sat Oct 14 17:36:26 2017 +0200
wined3d: Use correct data type for immediate constants.
In order to generate correct GLSL for image stores.
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>
(cherry picked from commit 033df637578ba76201a7ab6d4de1f506108f27b8)
Signed-off-by: Michael Stefaniuc <mstefani at winehq.org>
---
dlls/wined3d/glsl_shader.c | 18 ++++++++++--------
1 file changed, 10 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 78e1764..f0dbe97 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2475,7 +2475,8 @@ static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifi
/** Writes the GLSL variable name that corresponds to the register that the
* DX opcode parameter is trying to access */
static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
- char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
+ enum wined3d_data_type data_type, char *register_name, BOOL *is_color,
+ const struct wined3d_shader_instruction *ins)
{
/* oPos, oFog and oPts in D3D */
static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
@@ -2697,7 +2698,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
switch (reg->immconst_type)
{
case WINED3D_IMMCONST_SCALAR:
- switch (reg->data_type)
+ switch (data_type)
{
case WINED3D_DATA_FLOAT:
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
@@ -2714,13 +2715,13 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
sprintf(register_name, "%#xu", reg->u.immconst_data[0]);
break;
default:
- sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
+ sprintf(register_name, "<unhandled data type %#x>", data_type);
break;
}
break;
case WINED3D_IMMCONST_VEC4:
- switch (reg->data_type)
+ switch (data_type)
{
case WINED3D_DATA_FLOAT:
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
@@ -2752,7 +2753,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
reg->u.immconst_data[2], reg->u.immconst_data[3]);
break;
default:
- sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
+ sprintf(register_name, "<unhandled data type %#x>", data_type);
break;
}
break;
@@ -2874,7 +2875,7 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instructio
glsl_src->param_str[0] = '\0';
swizzle_str[0] = '\0';
- shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
+ shader_glsl_get_register_name(&wined3d_src->reg, data_type, glsl_src->reg_name, &is_color, ins);
shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
if (wined3d_src->reg.type == WINED3DSPR_IMMCONST || wined3d_src->reg.type == WINED3DSPR_PRIMID)
@@ -2925,7 +2926,8 @@ static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *
glsl_dst->mask_str[0] = '\0';
glsl_dst->reg_name[0] = '\0';
- shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
+ shader_glsl_get_register_name(&wined3d_dst->reg, wined3d_dst->reg.data_type,
+ glsl_dst->reg_name, &is_color, ins);
return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
}
@@ -3212,7 +3214,7 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction
char reg_name[256];
BOOL is_color;
- shader_glsl_get_register_name(&ins->dst[0].reg, reg_name, &is_color, ins);
+ shader_glsl_get_register_name(&ins->dst[0].reg, ins->dst[0].reg.data_type, reg_name, &is_color, ins);
shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
}
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