Józef Kucia : wined3d: Reduce code duplication in shader_glsl_to_ functions.
Module: wine Branch: master Commit: 69d34caf55db96983340ba907323ebb002e9fa58 URL: http://source.winehq.org/git/wine.git/?a=commit;h=69d34caf55db96983340ba9073... Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Mon Jan 11 11:53:26 2016 +0100 wined3d: Reduce code duplication in shader_glsl_to_ functions. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 40 +++++++++++----------------------------- 1 file changed, 11 insertions(+), 29 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 75ac4d5..23acdcc 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -3346,7 +3346,8 @@ static void shader_glsl_expp(const struct wined3d_shader_instruction *ins) shader_glsl_scalar_op(ins); } -static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins) +static void shader_glsl_cast(const struct wined3d_shader_instruction *ins, + const char *vector_constructor, const char *scalar_constructor) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src_param; @@ -3358,43 +3359,24 @@ static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins) shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param); if (mask_size > 1) - shader_addline(buffer, "ivec%u(%s));\n", mask_size, src_param.param_str); + shader_addline(buffer, "%s%u(%s));\n", vector_constructor, mask_size, src_param.param_str); else - shader_addline(buffer, "int(%s));\n", src_param.param_str); + shader_addline(buffer, "%s(%s));\n", scalar_constructor, src_param.param_str); } -static void shader_glsl_to_uint(const struct wined3d_shader_instruction *ins) +static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins) { - struct wined3d_string_buffer *buffer = ins->ctx->buffer; - struct glsl_src_param src_param; - unsigned int mask_size; - DWORD write_mask; - - write_mask = shader_glsl_append_dst(buffer, ins); - mask_size = shader_glsl_get_write_mask_size(write_mask); - shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param); + shader_glsl_cast(ins, "ivec", "int"); +} - if (mask_size > 1) - shader_addline(buffer, "uvec%u(%s));\n", mask_size, src_param.param_str); - else - shader_addline(buffer, "uint(%s));\n", src_param.param_str); +static void shader_glsl_to_uint(const struct wined3d_shader_instruction *ins) +{ + shader_glsl_cast(ins, "uvec", "uint"); } static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins) { - struct wined3d_string_buffer *buffer = ins->ctx->buffer; - struct glsl_src_param src_param; - unsigned int mask_size; - DWORD write_mask; - - write_mask = shader_glsl_append_dst(buffer, ins); - mask_size = shader_glsl_get_write_mask_size(write_mask); - shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param); - - if (mask_size > 1) - shader_addline(buffer, "vec%u(%s));\n", mask_size, src_param.param_str); - else - shader_addline(buffer, "float(%s));\n", src_param.param_str); + shader_glsl_cast(ins, "vec", "float"); } /** Process signed comparison opcodes in GLSL. */
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Alexandre Julliard