wined3d: Apply modifiers after floatBitsToInt()/floatBitsToUint() in shader_glsl_add_src_param().
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@ -1758,28 +1758,28 @@ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *i
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}
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else
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{
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char param_str[200];
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shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, param_str);
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char reg_name[200];
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switch (wined3d_src->reg.data_type)
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{
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case WINED3D_DATA_FLOAT:
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sprintf(glsl_src->param_str, "%s", param_str);
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sprintf(reg_name, "%s", glsl_src->reg_name);
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break;
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case WINED3D_DATA_INT:
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sprintf(glsl_src->param_str, "floatBitsToInt(%s)", param_str);
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sprintf(reg_name, "floatBitsToInt(%s)", glsl_src->reg_name);
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break;
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case WINED3D_DATA_RESOURCE:
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case WINED3D_DATA_SAMPLER:
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case WINED3D_DATA_UINT:
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sprintf(glsl_src->param_str, "floatBitsToUint(%s)", param_str);
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sprintf(reg_name, "floatBitsToUint(%s)", glsl_src->reg_name);
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break;
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default:
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FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type);
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sprintf(glsl_src->param_str, "%s", param_str);
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sprintf(reg_name, "%s", glsl_src->reg_name);
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break;
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}
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shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name, swizzle_str, glsl_src->param_str);
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}
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}
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