wined3d: Use unsigned int instead of size_t for the glsl mask size.

This commit is contained in:
Alexandre Julliard 2008-01-07 17:17:27 +01:00
parent 980ee365a0
commit 9636c7fa0e
1 changed files with 15 additions and 15 deletions

View File

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