Józef Kucia : wined3d: Fix SM4 udiv instruction.
Module: wine Branch: master Commit: f92d7726881029f159cb9d2f92acf7cf0cab600f URL: http://source.winehq.org/git/wine.git/?a=commit;h=f92d7726881029f159cb9d2f92... Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Mon Jan 18 21:16:48 2016 +0100 wined3d: Fix SM4 udiv instruction. Previously, it generated syntactically incorrect GLSL when both dst params were not equal to NULL. 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 | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 07a8fc4..8dc97b9 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -3019,7 +3019,6 @@ static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins) if (ins->dst[0].reg.type != WINED3DSPR_NULL) { - if (ins->dst[1].reg.type != WINED3DSPR_NULL) { char dst_mask[6]; @@ -3027,15 +3026,15 @@ static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins) write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); - shader_addline(buffer, "tmp0%s = %s / %s;\n", + shader_addline(buffer, "tmp0%s = uintBitsToFloat(%s / %s);\n", dst_mask, src0_param.param_str, src1_param.param_str); write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); - shader_addline(buffer, "%s %% %s));\n", src0_param.param_str, src1_param.param_str); + shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str); - shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type); + shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT); shader_addline(buffer, "tmp0%s);\n", dst_mask); } else
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Alexandre Julliard