wined3d: Use uintBitsToFloat() for float immediate shader constants.
This fixes issues with special floating-point values in immediate constants. Inspired by a patch by Guillaume Charifi. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2548,6 +2548,9 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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switch (reg->data_type)
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{
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case WINED3D_DATA_FLOAT:
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if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
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sprintf(register_name, "uintBitsToFloat(%#xu)", reg->immconst_data[0]);
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else
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wined3d_ftoa(*(const float *)reg->immconst_data, register_name);
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break;
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case WINED3D_DATA_INT:
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@ -2568,12 +2571,21 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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switch (reg->data_type)
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{
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case WINED3D_DATA_FLOAT:
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if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
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{
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sprintf(register_name, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
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reg->immconst_data[0], reg->immconst_data[1],
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reg->immconst_data[2], reg->immconst_data[3]);
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}
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else
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{
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wined3d_ftoa(*(const float *)®->immconst_data[0], imm_str[0]);
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wined3d_ftoa(*(const float *)®->immconst_data[1], imm_str[1]);
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wined3d_ftoa(*(const float *)®->immconst_data[2], imm_str[2]);
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wined3d_ftoa(*(const float *)®->immconst_data[3], imm_str[3]);
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sprintf(register_name, "vec4(%s, %s, %s, %s)",
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imm_str[0], imm_str[1], imm_str[2], imm_str[3]);
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}
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break;
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case WINED3D_DATA_INT:
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sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
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