diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index a71af2f25bc..47eb6f2b790 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -420,26 +420,43 @@ static void shader_glsl_add_version_declaration(struct wined3d_string_buffer *bu shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info)); } -static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values, - const struct wined3d_gl_info *gl_info) +static void shader_glsl_append_imm_vec(struct wined3d_string_buffer *buffer, + const float *values, unsigned int size, const struct wined3d_gl_info *gl_info) { - char str[4][17]; + const int *int_values = (const int *)values; + unsigned int i; + char str[17]; - wined3d_ftoa(values[0], str[0]); - wined3d_ftoa(values[1], str[1]); - wined3d_ftoa(values[2], str[2]); - wined3d_ftoa(values[3], str[3]); - - if (gl_info->supported[ARB_SHADER_BIT_ENCODING]) + if (!gl_info->supported[ARB_SHADER_BIT_ENCODING]) { - const unsigned int *uint_values = (const unsigned int *)values; + if (size > 1) + shader_addline(buffer, "vec%u(", size); - shader_addline(buffer, "intBitsToFloat(ivec4(%#x, %#x, %#x, %#x))\n" - " /* %s, %s, %s, %s */", uint_values[0], uint_values[1], - uint_values[2], uint_values[3], str[0], str[1], str[2], str[3]); + for (i = 0; i < size; ++i) + { + wined3d_ftoa(values[i], str); + shader_addline(buffer, i ? ", %s" : "%s", str); + } + + if (size > 1) + shader_addline(buffer, ")"); + + return; } - else - shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]); + + shader_addline(buffer, "intBitsToFloat("); + if (size > 1) + shader_addline(buffer, "ivec%u(", size); + + for (i = 0; i < size; ++i) + { + wined3d_ftoa(values[i], str); + shader_addline(buffer, i ? ", %#x /* %s */" : "%#x /* %s */", int_values[i], str); + } + + if (size > 1) + shader_addline(buffer, ")"); + shader_addline(buffer, ")"); } static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer, @@ -2796,7 +2813,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry) { shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx); - shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value, gl_info); + shader_glsl_append_imm_vec(buffer, (const float *)lconst->value, ARRAY_SIZE(lconst->value), gl_info); shader_addline(buffer, ";\n"); } } @@ -2903,7 +2920,6 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register * const struct wined3d_gl_info *gl_info = ctx->gl_info; const char *prefix = shader_glsl_get_prefix(version->type); struct glsl_src_param rel_param0, rel_param1; - char imm_str[4][17]; if (reg->idx[0].offset != ~0u && reg->idx[0].rel_addr) shader_glsl_add_src_param_ext(ctx, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, @@ -3139,15 +3155,8 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register * case WINED3D_DATA_UNORM: case WINED3D_DATA_SNORM: case WINED3D_DATA_FLOAT: - if (gl_info->supported[ARB_SHADER_BIT_ENCODING]) - { - string_buffer_sprintf(register_name, "intBitsToFloat(%#x)", reg->u.immconst_data[0]); - } - else - { - wined3d_ftoa(*(const float *)reg->u.immconst_data, imm_str[0]); - string_buffer_sprintf(register_name, "%s", imm_str[0]); - } + string_buffer_clear(register_name); + shader_glsl_append_imm_vec(register_name, (const float *)reg->u.immconst_data, 1, gl_info); break; case WINED3D_DATA_INT: string_buffer_sprintf(register_name, "%#x", reg->u.immconst_data[0]); @@ -3169,21 +3178,8 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register * case WINED3D_DATA_UNORM: case WINED3D_DATA_SNORM: case WINED3D_DATA_FLOAT: - if (gl_info->supported[ARB_SHADER_BIT_ENCODING]) - { - string_buffer_sprintf(register_name, "intBitsToFloat(ivec4(%#x, %#x, %#x, %#x))", - reg->u.immconst_data[0], reg->u.immconst_data[1], - reg->u.immconst_data[2], reg->u.immconst_data[3]); - } - else - { - wined3d_ftoa(*(const float *)®->u.immconst_data[0], imm_str[0]); - wined3d_ftoa(*(const float *)®->u.immconst_data[1], imm_str[1]); - wined3d_ftoa(*(const float *)®->u.immconst_data[2], imm_str[2]); - wined3d_ftoa(*(const float *)®->u.immconst_data[3], imm_str[3]); - string_buffer_sprintf(register_name, "vec4(%s, %s, %s, %s)", - imm_str[0], imm_str[1], imm_str[2], imm_str[3]); - } + string_buffer_clear(register_name); + shader_glsl_append_imm_vec(register_name, (const float *)reg->u.immconst_data, 4, gl_info); break; case WINED3D_DATA_INT: string_buffer_sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)", @@ -7968,10 +7964,10 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context if (args->srgb_correction) { shader_addline(buffer, "const vec4 srgb_const0 = "); - shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0, gl_info); + shader_glsl_append_imm_vec(buffer, wined3d_srgb_const0, 4, gl_info); shader_addline(buffer, ";\n"); shader_addline(buffer, "const vec4 srgb_const1 = "); - shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1, gl_info); + shader_glsl_append_imm_vec(buffer, wined3d_srgb_const1, 4, gl_info); shader_addline(buffer, ";\n"); } if (reg_maps->vpos || reg_maps->usesdsy) @@ -9825,10 +9821,10 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv * if (settings->sRGB_write) { shader_addline(buffer, "const vec4 srgb_const0 = "); - shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0, gl_info); + shader_glsl_append_imm_vec(buffer, wined3d_srgb_const0, 4, gl_info); shader_addline(buffer, ";\n"); shader_addline(buffer, "const vec4 srgb_const1 = "); - shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1, gl_info); + shader_glsl_append_imm_vec(buffer, wined3d_srgb_const1, 4, gl_info); shader_addline(buffer, ";\n"); }