wined3d: Add casts for int to float conversions.

This commit is contained in:
Stefan Dösinger 2010-07-28 15:39:03 +02:00 committed by Alexandre Julliard
parent 6a87681b11
commit cc8a45321f
1 changed files with 8 additions and 8 deletions

View File

@ -582,9 +582,9 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
{
float val[4];
val[0] = stateBlock->pixelShaderConstantI[4 * i];
val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
val[0] = (float) stateBlock->pixelShaderConstantI[4 * i];
val[1] = (float) stateBlock->pixelShaderConstantI[4 * i + 1];
val[2] = (float) stateBlock->pixelShaderConstantI[4 * i + 2];
val[3] = -1.0f;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
@ -614,9 +614,9 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
{
float val[4];
val[0] = stateBlock->vertexShaderConstantI[4 * i];
val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
val[0] = (float) stateBlock->vertexShaderConstantI[4 * i];
val[1] = (float) stateBlock->vertexShaderConstantI[4 * i + 1];
val[2] = (float) stateBlock->vertexShaderConstantI[4 * i + 2];
val[3] = -1.0f;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
@ -1058,7 +1058,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
else if (reg->idx >= rel_offset)
sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
else
sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
}
else
{
@ -6981,7 +6981,7 @@ static HRESULT arbfp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surfac
GLenum shader;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
float size[4] = {surface->pow2Width, surface->pow2Height, 1, 1};
float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
struct arbfp_blit_priv *priv = device->blit_priv;
enum complex_fixup fixup;
GLenum textype = surface->texture_target;