[PATCH 1/2] wined3d: Use correct data type for immediate constants.

Józef Kucia jkucia at codeweavers.com
Sat Oct 14 10:36:26 CDT 2017


In order to generate correct GLSL for image stores.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/glsl_shader.c | 18 ++++++++++--------
 1 file changed, 10 insertions(+), 8 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 39d22767d9b2..6a4d32a4c8fe 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2723,7 +2723,8 @@ static void shader_glsl_fixup_scalar_register_variable(char *register_name,
 /** Writes the GLSL variable name that corresponds to the register that the
  * DX opcode parameter is trying to access */
 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
-        char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
+        enum wined3d_data_type data_type, char *register_name, BOOL *is_color,
+        const struct wined3d_shader_instruction *ins)
 {
     /* oPos, oFog and oPts in D3D */
     static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
@@ -2948,7 +2949,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
             switch (reg->immconst_type)
             {
                 case WINED3D_IMMCONST_SCALAR:
-                    switch (reg->data_type)
+                    switch (data_type)
                     {
                         case WINED3D_DATA_FLOAT:
                             if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
@@ -2965,13 +2966,13 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
                             sprintf(register_name, "%#xu", reg->u.immconst_data[0]);
                             break;
                         default:
-                            sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
+                            sprintf(register_name, "<unhandled data type %#x>", data_type);
                             break;
                     }
                     break;
 
                 case WINED3D_IMMCONST_VEC4:
-                    switch (reg->data_type)
+                    switch (data_type)
                     {
                         case WINED3D_DATA_FLOAT:
                             if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
@@ -3003,7 +3004,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
                                     reg->u.immconst_data[2], reg->u.immconst_data[3]);
                             break;
                         default:
-                            sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
+                            sprintf(register_name, "<unhandled data type %#x>", data_type);
                             break;
                     }
                     break;
@@ -3247,7 +3248,7 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instructio
     glsl_src->param_str[0] = '\0';
     swizzle_str[0] = '\0';
 
-    shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
+    shader_glsl_get_register_name(&wined3d_src->reg, data_type, glsl_src->reg_name, &is_color, ins);
     shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
 
     switch (wined3d_src->reg.type)
@@ -3294,7 +3295,8 @@ static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *
     glsl_dst->mask_str[0] = '\0';
     glsl_dst->reg_name[0] = '\0';
 
-    shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
+    shader_glsl_get_register_name(&wined3d_dst->reg, wined3d_dst->reg.data_type,
+            glsl_dst->reg_name, &is_color, ins);
     return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
 }
 
@@ -3586,7 +3588,7 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction
     char reg_name[256];
     BOOL is_color;
 
-    shader_glsl_get_register_name(&ins->dst[0].reg, reg_name, &is_color, ins);
+    shader_glsl_get_register_name(&ins->dst[0].reg, ins->dst[0].reg.data_type, reg_name, &is_color, ins);
     shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
 }
 
-- 
2.13.6




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