wined3d: Use string_buffer_sprintf() in shader_glsl_sprintf_cast().
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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@ -2955,12 +2955,12 @@ static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param
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shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
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}
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static void shader_glsl_sprintf_cast(char *dst_param_str, const char *src_param_str,
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static void shader_glsl_sprintf_cast(struct wined3d_string_buffer *dst_param, const char *src_param,
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enum wined3d_data_type dst_data_type, enum wined3d_data_type src_data_type)
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{
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if (dst_data_type == src_data_type)
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{
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sprintf(dst_param_str, "%s", src_param_str);
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string_buffer_sprintf(dst_param, "%s", src_param);
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return;
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}
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@ -2969,12 +2969,12 @@ static void shader_glsl_sprintf_cast(char *dst_param_str, const char *src_param_
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switch (dst_data_type)
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{
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case WINED3D_DATA_INT:
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sprintf(dst_param_str, "floatBitsToInt(%s)", src_param_str);
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string_buffer_sprintf(dst_param, "floatBitsToInt(%s)", src_param);
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return;
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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(dst_param_str, "floatBitsToUint(%s)", src_param_str);
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string_buffer_sprintf(dst_param, "floatBitsToUint(%s)", src_param);
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return;
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default:
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break;
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@ -2983,18 +2983,18 @@ static void shader_glsl_sprintf_cast(char *dst_param_str, const char *src_param_
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if (src_data_type == WINED3D_DATA_UINT && dst_data_type == WINED3D_DATA_FLOAT)
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{
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sprintf(dst_param_str, "uintBitsToFloat(%s)", src_param_str);
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string_buffer_sprintf(dst_param, "uintBitsToFloat(%s)", src_param);
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return;
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}
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if (src_data_type == WINED3D_DATA_INT && dst_data_type == WINED3D_DATA_FLOAT)
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{
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sprintf(dst_param_str, "intBitsToFloat(%s)", src_param_str);
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string_buffer_sprintf(dst_param, "intBitsToFloat(%s)", src_param);
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return;
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}
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FIXME("Unhandled cast from %#x to %#x.\n", src_data_type, dst_data_type);
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sprintf(dst_param_str, "%s", src_param_str);
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string_buffer_sprintf(dst_param, "%s", src_param);
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}
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/* From a given parameter token, generate the corresponding GLSL string.
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@ -3004,10 +3004,11 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instructio
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const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src,
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enum wined3d_data_type data_type)
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{
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struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
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struct wined3d_string_buffer *reg_name = string_buffer_get(priv->string_buffers);
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enum wined3d_data_type param_data_type;
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BOOL is_color = FALSE;
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char swizzle_str[6];
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char reg_name[200];
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glsl_src->reg_name[0] = '\0';
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glsl_src->param_str[0] = '\0';
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@ -3036,7 +3037,9 @@ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instructio
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}
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shader_glsl_sprintf_cast(reg_name, glsl_src->reg_name, data_type, param_data_type);
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shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name, swizzle_str, glsl_src->param_str);
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shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name->buffer, swizzle_str, glsl_src->param_str);
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string_buffer_release(priv->string_buffers, reg_name);
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}
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static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
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