[PATCH v2 1/5] wined3d: Simplify "glsl_generate_ffp" texture projection
Henri Verbeet
hverbeet at gmail.com
Fri Nov 23 09:34:57 CST 2018
On Thu, 22 Nov 2018 at 05:11, Daniel Ansorregui <mailszeros at gmail.com> wrote:
> @@ -9953,8 +9922,8 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
> shader_addline(buffer, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage);
> }
>
> - shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n",
> - stage, texture_function, stage, coord_mask);
> + shader_addline(buffer, "tex%u = %s%s(ps_sampler%u, ret.%s%c);\n",
> + stage, texture_function, proj ? "Proj" : "", stage, coord_mask, proj ? 'w' : ' ');
Not the most important thing, but could you please avoid that stray
space by using %s with proj ? "w" : ""?
> - shader_addline(buffer, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
> - stage, texture_function, stage, stage, coord_mask);
> + shader_addline(buffer, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].%s%c);\n",
> + stage, texture_function, proj ? "Proj" : "", stage, stage, coord_mask, proj ? 'w' : ' ');
Likewise.
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