[PATCH 2/5] wined3d: Get rid of unnecessary enum wined3d_data_type values.

Józef Kucia joseph.kucia at gmail.com
Wed Jun 13 15:51:50 CDT 2018


On Wed, Jun 13, 2018 at 8:29 PM, Matteo Bruni <matteo.mystral at gmail.com> wrote:
> 2018-06-13 10:37 GMT+02:00 Józef Kucia <joseph.kucia at gmail.com>:
>> On Tue, Jun 12, 2018 at 6:41 PM, Matteo Bruni <mbruni at codeweavers.com> wrote:
>>> diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
>>> index 20d4f0773dd..a2c3f00559a 100644
>>> --- a/dlls/wined3d/shader.c
>>> +++ b/dlls/wined3d/shader.c
>>> @@ -2134,14 +2134,6 @@ static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer,
>>>                  shader_addline(buffer, " (uint)");
>>>                  break;
>>>
>>> -            case WINED3D_DATA_UNORM:
>>> -                shader_addline(buffer, " (unorm)");
>>> -                break;
>>> -
>>> -            case WINED3D_DATA_SNORM:
>>> -                shader_addline(buffer, " (snorm)");
>>> -                break;
>>> -
>>
>> I don't like that it won't print the correct data type for
>> declarations. For example, after the patch "dcl_uav_typed_texture2d
>> (snorm) u0" is "dcl_uav_typed_texture2d (float) u0".
>
> Yeah, it's a downside of the "simplification". Would printing
> something more generic like "(float / unorm / snorm)" work for you?
> Any other idea?

Perhaps it's possible to keep wined3d_data_type for
wined3d_shader_semantic, or preserve the type information in
wined3d_shader_semantic differently.



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