[PATCH 1/5] wined3d: Get rid of a superfluous floatBitsToUint() in shader_glsl_texkill().

Henri Verbeet hverbeet at codeweavers.com
Tue Jan 24 15:15:24 CST 2017


shader_glsl_add_src_param() already adds floatBitsToUint().

Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
 dlls/wined3d/glsl_shader.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index a8d208e..40bbfdc 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -5450,7 +5450,7 @@ static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
         struct glsl_src_param src_param;
 
         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
-        shader_addline(ins->ctx->buffer, "if (bool(floatBitsToUint(%s))) discard;\n", src_param.param_str);
+        shader_addline(ins->ctx->buffer, "if (bool(%s)) discard;\n", src_param.param_str);
     }
     else
     {
-- 
2.1.4




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