On Wed, Jun 13, 2018 at 8:29 PM, Matteo Bruni matteo.mystral@gmail.com wrote:
2018-06-13 10:37 GMT+02:00 Józef Kucia joseph.kucia@gmail.com:
On Tue, Jun 12, 2018 at 6:41 PM, Matteo Bruni mbruni@codeweavers.com wrote:
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 20d4f0773dd..a2c3f00559a 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -2134,14 +2134,6 @@ static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer, shader_addline(buffer, " (uint)"); break;
case WINED3D_DATA_UNORM:
shader_addline(buffer, " (unorm)");
break;
case WINED3D_DATA_SNORM:
shader_addline(buffer, " (snorm)");
break;
I don't like that it won't print the correct data type for declarations. For example, after the patch "dcl_uav_typed_texture2d (snorm) u0" is "dcl_uav_typed_texture2d (float) u0".
Yeah, it's a downside of the "simplification". Would printing something more generic like "(float / unorm / snorm)" work for you? Any other idea?
Perhaps it's possible to keep wined3d_data_type for wined3d_shader_semantic, or preserve the type information in wined3d_shader_semantic differently.