wined3d: Use shader_glsl_append_imm_vec4() in shader_glsl_get_register_name().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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965ab44427
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e37a5e8029
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@ -420,26 +420,43 @@ static void shader_glsl_add_version_declaration(struct wined3d_string_buffer *bu
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shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info));
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}
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static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values,
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const struct wined3d_gl_info *gl_info)
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static void shader_glsl_append_imm_vec(struct wined3d_string_buffer *buffer,
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const float *values, unsigned int size, const struct wined3d_gl_info *gl_info)
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{
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char str[4][17];
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const int *int_values = (const int *)values;
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unsigned int i;
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char str[17];
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wined3d_ftoa(values[0], str[0]);
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wined3d_ftoa(values[1], str[1]);
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wined3d_ftoa(values[2], str[2]);
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wined3d_ftoa(values[3], str[3]);
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if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
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if (!gl_info->supported[ARB_SHADER_BIT_ENCODING])
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{
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const unsigned int *uint_values = (const unsigned int *)values;
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if (size > 1)
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shader_addline(buffer, "vec%u(", size);
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shader_addline(buffer, "intBitsToFloat(ivec4(%#x, %#x, %#x, %#x))\n"
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" /* %s, %s, %s, %s */", uint_values[0], uint_values[1],
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uint_values[2], uint_values[3], str[0], str[1], str[2], str[3]);
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for (i = 0; i < size; ++i)
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{
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wined3d_ftoa(values[i], str);
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shader_addline(buffer, i ? ", %s" : "%s", str);
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}
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if (size > 1)
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shader_addline(buffer, ")");
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return;
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}
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else
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shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
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shader_addline(buffer, "intBitsToFloat(");
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if (size > 1)
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shader_addline(buffer, "ivec%u(", size);
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for (i = 0; i < size; ++i)
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{
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wined3d_ftoa(values[i], str);
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shader_addline(buffer, i ? ", %#x /* %s */" : "%#x /* %s */", int_values[i], str);
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}
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if (size > 1)
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shader_addline(buffer, ")");
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shader_addline(buffer, ")");
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}
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static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer,
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@ -2796,7 +2813,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
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{
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shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx);
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shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value, gl_info);
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shader_glsl_append_imm_vec(buffer, (const float *)lconst->value, ARRAY_SIZE(lconst->value), gl_info);
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shader_addline(buffer, ";\n");
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}
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}
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@ -2903,7 +2920,6 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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const struct wined3d_gl_info *gl_info = ctx->gl_info;
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const char *prefix = shader_glsl_get_prefix(version->type);
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struct glsl_src_param rel_param0, rel_param1;
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char imm_str[4][17];
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if (reg->idx[0].offset != ~0u && reg->idx[0].rel_addr)
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shader_glsl_add_src_param_ext(ctx, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0,
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@ -3139,15 +3155,8 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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case WINED3D_DATA_UNORM:
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case WINED3D_DATA_SNORM:
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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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string_buffer_sprintf(register_name, "intBitsToFloat(%#x)", reg->u.immconst_data[0]);
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}
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else
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{
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wined3d_ftoa(*(const float *)reg->u.immconst_data, imm_str[0]);
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string_buffer_sprintf(register_name, "%s", imm_str[0]);
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}
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string_buffer_clear(register_name);
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shader_glsl_append_imm_vec(register_name, (const float *)reg->u.immconst_data, 1, gl_info);
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break;
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case WINED3D_DATA_INT:
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string_buffer_sprintf(register_name, "%#x", reg->u.immconst_data[0]);
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@ -3169,21 +3178,8 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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case WINED3D_DATA_UNORM:
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case WINED3D_DATA_SNORM:
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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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string_buffer_sprintf(register_name, "intBitsToFloat(ivec4(%#x, %#x, %#x, %#x))",
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reg->u.immconst_data[0], reg->u.immconst_data[1],
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reg->u.immconst_data[2], reg->u.immconst_data[3]);
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}
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else
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{
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wined3d_ftoa(*(const float *)®->u.immconst_data[0], imm_str[0]);
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wined3d_ftoa(*(const float *)®->u.immconst_data[1], imm_str[1]);
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wined3d_ftoa(*(const float *)®->u.immconst_data[2], imm_str[2]);
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wined3d_ftoa(*(const float *)®->u.immconst_data[3], imm_str[3]);
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string_buffer_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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string_buffer_clear(register_name);
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shader_glsl_append_imm_vec(register_name, (const float *)reg->u.immconst_data, 4, gl_info);
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break;
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case WINED3D_DATA_INT:
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string_buffer_sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
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@ -7968,10 +7964,10 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
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if (args->srgb_correction)
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{
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shader_addline(buffer, "const vec4 srgb_const0 = ");
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shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0, gl_info);
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shader_glsl_append_imm_vec(buffer, wined3d_srgb_const0, 4, gl_info);
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shader_addline(buffer, ";\n");
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shader_addline(buffer, "const vec4 srgb_const1 = ");
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shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1, gl_info);
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shader_glsl_append_imm_vec(buffer, wined3d_srgb_const1, 4, gl_info);
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shader_addline(buffer, ";\n");
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}
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if (reg_maps->vpos || reg_maps->usesdsy)
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@ -9825,10 +9821,10 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
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if (settings->sRGB_write)
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{
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shader_addline(buffer, "const vec4 srgb_const0 = ");
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shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0, gl_info);
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shader_glsl_append_imm_vec(buffer, wined3d_srgb_const0, 4, gl_info);
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shader_addline(buffer, ";\n");
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shader_addline(buffer, "const vec4 srgb_const1 = ");
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shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1, gl_info);
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shader_glsl_append_imm_vec(buffer, wined3d_srgb_const1, 4, gl_info);
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shader_addline(buffer, ";\n");
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}
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