Re: [PATCH 2/6] wined3d: Extend shader_glsl_gen_sample_code() to support offsets.
On 8 March 2016 at 17:46, Józef Kucia <jkucia(a)codeweavers.com> wrote:
+static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer, + const int *values, unsigned int size) +{ + const char *fmt = "%#x"; + char str[4][17] = {{0}}; I guess this is inspired by shader_glsl_append_imm_vec4(), but I think you can just append to the buffer here.
+ if (1 > size || size > 4) I don't think "1 > size" is all that more readable than "!size".
+ for (i = size - 1; i >= 0; --i) + { + sprintf(str[i], fmt, values[i]); + fmt = "%#x, "; + } If you use ", %#x" for the format you don't need the awkward reverse loop.
- if (flags != WINED3D_GLSL_SAMPLE_LOAD) - ERR("Unexpected flags for texelFetch %#x.\n", flags & ~WINED3D_GLSL_SAMPLE_LOAD); + static const DWORD texel_fetch_flags = WINED3D_GLSL_SAMPLE_LOAD | WINED3D_GLSL_SAMPLE_OFFSET; + if (flags & ~texel_fetch_flags) + ERR("Unexpected flags for texelFetch %#x.\n", flags & ~texel_fetch_flags); The original had this as well, of course, but "Unexpected flags %#x for texelFetch.\n" may be better.
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Henri Verbeet