wined3d: Use unsigned int instead of size_t for the glsl mask size.
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980ee365a0
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@ -981,8 +981,8 @@ static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
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return mask;
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}
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static size_t shader_glsl_get_write_mask_size(DWORD write_mask) {
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size_t size = 0;
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static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
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unsigned int size = 0;
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if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
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if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
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@ -1344,7 +1344,7 @@ void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
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!shader_is_pshader_version(shader->baseShader.hex_version) &&
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shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) {
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/* This is a simple floor() */
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size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
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unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
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if (mask_size > 1) {
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shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
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} else {
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@ -1352,7 +1352,7 @@ void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
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}
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} else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
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/* We need to *round* to the nearest int here. */
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size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
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unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
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if (mask_size > 1) {
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shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str);
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} else {
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@ -1370,7 +1370,7 @@ void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
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glsl_src_param_t src0_param;
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glsl_src_param_t src1_param;
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DWORD dst_write_mask, src_write_mask;
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size_t dst_size = 0;
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unsigned int dst_size = 0;
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dst_write_mask = shader_glsl_append_dst(buffer, arg);
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dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
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@ -1415,7 +1415,7 @@ void shader_glsl_pow(SHADER_OPCODE_ARG *arg) {
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glsl_src_param_t src0_param;
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glsl_src_param_t src1_param;
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DWORD dst_write_mask;
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size_t dst_size;
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unsigned int dst_size;
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dst_write_mask = shader_glsl_append_dst(buffer, arg);
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dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
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@ -1437,7 +1437,7 @@ void shader_glsl_log(SHADER_OPCODE_ARG *arg) {
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SHADER_BUFFER *buffer = arg->buffer;
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glsl_src_param_t src0_param;
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DWORD dst_write_mask;
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size_t dst_size;
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unsigned int dst_size;
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dst_write_mask = shader_glsl_append_dst(buffer, arg);
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dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
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@ -1524,7 +1524,7 @@ void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
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shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
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} else {
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DWORD write_mask;
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size_t mask_size;
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unsigned int mask_size;
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write_mask = shader_glsl_append_dst(arg->buffer, arg);
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mask_size = shader_glsl_get_write_mask_size(write_mask);
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@ -1541,7 +1541,7 @@ void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
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void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
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glsl_src_param_t src_param;
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DWORD write_mask;
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size_t mask_size;
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unsigned int mask_size;
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write_mask = shader_glsl_append_dst(arg->buffer, arg);
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mask_size = shader_glsl_get_write_mask_size(write_mask);
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@ -1558,7 +1558,7 @@ void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) {
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SHADER_BUFFER* buffer = arg->buffer;
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glsl_src_param_t src_param;
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DWORD write_mask;
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size_t mask_size;
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unsigned int mask_size;
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write_mask = shader_glsl_append_dst(buffer, arg);
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mask_size = shader_glsl_get_write_mask_size(write_mask);
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@ -1577,7 +1577,7 @@ void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
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glsl_src_param_t src0_param;
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glsl_src_param_t src1_param;
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DWORD write_mask;
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size_t mask_size;
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unsigned int mask_size;
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write_mask = shader_glsl_append_dst(arg->buffer, arg);
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mask_size = shader_glsl_get_write_mask_size(write_mask);
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@ -2221,7 +2221,7 @@ void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
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if (src_mod == WINED3DSPSM_DZ) {
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glsl_src_param_t div_param;
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size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
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unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
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if (mask_size > 1) {
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@ -2231,7 +2231,7 @@ void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
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}
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} else if (src_mod == WINED3DSPSM_DW) {
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glsl_src_param_t div_param;
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size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
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unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
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if (mask_size > 1) {
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@ -2295,7 +2295,7 @@ void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
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DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
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DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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DWORD dst_mask;
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size_t mask_size;
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unsigned int mask_size;
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dst_mask = shader_glsl_append_dst(arg->buffer, arg);
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mask_size = shader_glsl_get_write_mask_size(dst_mask);
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@ -2644,7 +2644,7 @@ void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
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glsl_src_param_t src1_param;
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glsl_src_param_t src2_param;
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DWORD write_mask;
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size_t mask_size;
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unsigned int mask_size;
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write_mask = shader_glsl_append_dst(arg->buffer, arg);
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mask_size = shader_glsl_get_write_mask_size(write_mask);
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