[PATCH 7/7] wined3d: Reduce code duplication in shader_glsl_to_ functions.
Józef Kucia
jkucia at codeweavers.com
Mon Jan 11 04:53:26 CST 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 40 +++++++++++-----------------------------
1 file changed, 11 insertions(+), 29 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 75ac4d5..23acdcc 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3346,7 +3346,8 @@ static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
shader_glsl_scalar_op(ins);
}
-static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
+static void shader_glsl_cast(const struct wined3d_shader_instruction *ins,
+ const char *vector_constructor, const char *scalar_constructor)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src_param;
@@ -3358,43 +3359,24 @@ static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
if (mask_size > 1)
- shader_addline(buffer, "ivec%u(%s));\n", mask_size, src_param.param_str);
+ shader_addline(buffer, "%s%u(%s));\n", vector_constructor, mask_size, src_param.param_str);
else
- shader_addline(buffer, "int(%s));\n", src_param.param_str);
+ shader_addline(buffer, "%s(%s));\n", scalar_constructor, src_param.param_str);
}
-static void shader_glsl_to_uint(const struct wined3d_shader_instruction *ins)
+static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
{
- struct wined3d_string_buffer *buffer = ins->ctx->buffer;
- struct glsl_src_param src_param;
- unsigned int mask_size;
- DWORD write_mask;
-
- write_mask = shader_glsl_append_dst(buffer, ins);
- mask_size = shader_glsl_get_write_mask_size(write_mask);
- shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
+ shader_glsl_cast(ins, "ivec", "int");
+}
- if (mask_size > 1)
- shader_addline(buffer, "uvec%u(%s));\n", mask_size, src_param.param_str);
- else
- shader_addline(buffer, "uint(%s));\n", src_param.param_str);
+static void shader_glsl_to_uint(const struct wined3d_shader_instruction *ins)
+{
+ shader_glsl_cast(ins, "uvec", "uint");
}
static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
{
- struct wined3d_string_buffer *buffer = ins->ctx->buffer;
- struct glsl_src_param src_param;
- unsigned int mask_size;
- DWORD write_mask;
-
- write_mask = shader_glsl_append_dst(buffer, ins);
- mask_size = shader_glsl_get_write_mask_size(write_mask);
- shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
-
- if (mask_size > 1)
- shader_addline(buffer, "vec%u(%s));\n", mask_size, src_param.param_str);
- else
- shader_addline(buffer, "float(%s));\n", src_param.param_str);
+ shader_glsl_cast(ins, "vec", "float");
}
/** Process signed comparison opcodes in GLSL. */
--
2.4.10
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