Henri Verbeet : wined3d: Use shader_glsl_append_imm_vec4() in shader_glsl_get_register_name().

Alexandre Julliard julliard at winehq.org
Thu May 2 16:45:09 CDT 2019


Module: wine
Branch: master
Commit: e37a5e802944266e8c4c560e7b0ea757b9a457f6
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=e37a5e802944266e8c4c560e7b0ea757b9a457f6

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Thu May  2 17:28:49 2019 +0430

wined3d: Use shader_glsl_append_imm_vec4() in shader_glsl_get_register_name().

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

---

 dlls/wined3d/glsl_shader.c | 86 ++++++++++++++++++++++------------------------
 1 file changed, 41 insertions(+), 45 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index a71af2f..47eb6f2 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -420,26 +420,43 @@ static void shader_glsl_add_version_declaration(struct wined3d_string_buffer *bu
     shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info));
 }
 
-static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values,
-        const struct wined3d_gl_info *gl_info)
+static void shader_glsl_append_imm_vec(struct wined3d_string_buffer *buffer,
+        const float *values, unsigned int size, const struct wined3d_gl_info *gl_info)
 {
-    char str[4][17];
-
-    wined3d_ftoa(values[0], str[0]);
-    wined3d_ftoa(values[1], str[1]);
-    wined3d_ftoa(values[2], str[2]);
-    wined3d_ftoa(values[3], str[3]);
+    const int *int_values = (const int *)values;
+    unsigned int i;
+    char str[17];
 
-    if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
+    if (!gl_info->supported[ARB_SHADER_BIT_ENCODING])
     {
-        const unsigned int *uint_values = (const unsigned int *)values;
+        if (size > 1)
+            shader_addline(buffer, "vec%u(", size);
+
+        for (i = 0; i < size; ++i)
+        {
+            wined3d_ftoa(values[i], str);
+            shader_addline(buffer, i ? ", %s" : "%s", str);
+        }
+
+        if (size > 1)
+            shader_addline(buffer, ")");
 
-        shader_addline(buffer, "intBitsToFloat(ivec4(%#x, %#x, %#x, %#x))\n"
-                "        /* %s, %s, %s, %s */", uint_values[0], uint_values[1],
-                uint_values[2], uint_values[3], str[0], str[1], str[2], str[3]);
+        return;
     }
-    else
-        shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
+
+    shader_addline(buffer, "intBitsToFloat(");
+    if (size > 1)
+        shader_addline(buffer, "ivec%u(", size);
+
+    for (i = 0; i < size; ++i)
+    {
+        wined3d_ftoa(values[i], str);
+        shader_addline(buffer, i ? ", %#x /* %s */" : "%#x /* %s */", int_values[i], str);
+    }
+
+    if (size > 1)
+        shader_addline(buffer, ")");
+    shader_addline(buffer, ")");
 }
 
 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer,
@@ -2796,7 +2813,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
         {
             shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx);
-            shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value, gl_info);
+            shader_glsl_append_imm_vec(buffer, (const float *)lconst->value, ARRAY_SIZE(lconst->value), gl_info);
             shader_addline(buffer, ";\n");
         }
     }
@@ -2903,7 +2920,6 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
     const struct wined3d_gl_info *gl_info = ctx->gl_info;
     const char *prefix = shader_glsl_get_prefix(version->type);
     struct glsl_src_param rel_param0, rel_param1;
-    char imm_str[4][17];
 
     if (reg->idx[0].offset != ~0u && reg->idx[0].rel_addr)
         shader_glsl_add_src_param_ext(ctx, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0,
@@ -3139,15 +3155,8 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
                         case WINED3D_DATA_UNORM:
                         case WINED3D_DATA_SNORM:
                         case WINED3D_DATA_FLOAT:
-                            if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
-                            {
-                                string_buffer_sprintf(register_name, "intBitsToFloat(%#x)", reg->u.immconst_data[0]);
-                            }
-                            else
-                            {
-                                wined3d_ftoa(*(const float *)reg->u.immconst_data, imm_str[0]);
-                                string_buffer_sprintf(register_name, "%s", imm_str[0]);
-                            }
+                            string_buffer_clear(register_name);
+                            shader_glsl_append_imm_vec(register_name, (const float *)reg->u.immconst_data, 1, gl_info);
                             break;
                         case WINED3D_DATA_INT:
                             string_buffer_sprintf(register_name, "%#x", reg->u.immconst_data[0]);
@@ -3169,21 +3178,8 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
                         case WINED3D_DATA_UNORM:
                         case WINED3D_DATA_SNORM:
                         case WINED3D_DATA_FLOAT:
-                            if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
-                            {
-                                string_buffer_sprintf(register_name, "intBitsToFloat(ivec4(%#x, %#x, %#x, %#x))",
-                                        reg->u.immconst_data[0], reg->u.immconst_data[1],
-                                        reg->u.immconst_data[2], reg->u.immconst_data[3]);
-                            }
-                            else
-                            {
-                                wined3d_ftoa(*(const float *)&reg->u.immconst_data[0], imm_str[0]);
-                                wined3d_ftoa(*(const float *)&reg->u.immconst_data[1], imm_str[1]);
-                                wined3d_ftoa(*(const float *)&reg->u.immconst_data[2], imm_str[2]);
-                                wined3d_ftoa(*(const float *)&reg->u.immconst_data[3], imm_str[3]);
-                                string_buffer_sprintf(register_name, "vec4(%s, %s, %s, %s)",
-                                        imm_str[0], imm_str[1], imm_str[2], imm_str[3]);
-                            }
+                            string_buffer_clear(register_name);
+                            shader_glsl_append_imm_vec(register_name, (const float *)reg->u.immconst_data, 4, gl_info);
                             break;
                         case WINED3D_DATA_INT:
                             string_buffer_sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
@@ -7968,10 +7964,10 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
     if (args->srgb_correction)
     {
         shader_addline(buffer, "const vec4 srgb_const0 = ");
-        shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0, gl_info);
+        shader_glsl_append_imm_vec(buffer, wined3d_srgb_const0, 4, gl_info);
         shader_addline(buffer, ";\n");
         shader_addline(buffer, "const vec4 srgb_const1 = ");
-        shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1, gl_info);
+        shader_glsl_append_imm_vec(buffer, wined3d_srgb_const1, 4, gl_info);
         shader_addline(buffer, ";\n");
     }
     if (reg_maps->vpos || reg_maps->usesdsy)
@@ -9825,10 +9821,10 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
     if (settings->sRGB_write)
     {
         shader_addline(buffer, "const vec4 srgb_const0 = ");
-        shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0, gl_info);
+        shader_glsl_append_imm_vec(buffer, wined3d_srgb_const0, 4, gl_info);
         shader_addline(buffer, ";\n");
         shader_addline(buffer, "const vec4 srgb_const1 = ");
-        shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1, gl_info);
+        shader_glsl_append_imm_vec(buffer, wined3d_srgb_const1, 4, gl_info);
         shader_addline(buffer, ";\n");
     }
 




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