A test would be nice to have.
On Fri, Jul 15, 2016 at 1:37 PM, Guillaume Charifi guillaume.charifi@sfr.fr wrote:
Signed-off-by: Guillaume Charifi guillaume.charifi@sfr.fr
dlls/wined3d/arb_program_shader.c | 1 + dlls/wined3d/glsl_shader.c | 38 ++++++++++++++++++++++++++++++++++++++ dlls/wined3d/shader_sm4.c | 2 ++ dlls/wined3d/wined3d_private.h | 1 + 4 files changed, 42 insertions(+)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 24c1194..9aa4252 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -5286,6 +5286,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL /* WINED3DSIH_EQ */ NULL, /* WINED3DSIH_EXP */ shader_hw_scalar_op, /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
- /* WINED3DSIH_F32TOF16 */ NULL, /* WINED3DSIH_FRC */ shader_hw_map2gl, /* WINED3DSIH_FTOI */ NULL, /* WINED3DSIH_FTOU */ NULL,
You need to add WINED3DSIH_F32TOF16 in other places as well, e.g. in shader.c.
shader_addline(ins->ctx->buffer, "unpackHalf2x16(floatBitsToUint(%s)).x", src_param.param_str);
You shouldn't need floatBitsToUint. shader_glsl_add_src_param() takes care about it when you set a proper type for the parameter.
*dst_mask_ptr++ = dst_masks[i];
} else
shader_addline(ins->ctx->buffer, "0");
if(i != NB_COMPS - 1)
shader_addline(ins->ctx->buffer, ",");
shader_addline(ins->ctx->buffer, "\n");
- }
- *dst_mask_ptr++ = '\0';
You shouldn't need to construct dst_mask manually.
- shader_addline(ins->ctx->buffer, ")%s);\n", dst_mask);
+#undef NB_COMPS +}
static void shader_glsl_else(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "} else {\n"); @@ -8704,6 +8741,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB /* WINED3DSIH_EQ */ shader_glsl_relop, /* WINED3DSIH_EXP */ shader_glsl_scalar_op, /* WINED3DSIH_EXPP */ shader_glsl_expp,
- /* WINED3DSIH_F32TOF16 */ shader_glsl_f32tof16, /* WINED3DSIH_FRC */ shader_glsl_map2gl, /* WINED3DSIH_FTOI */ shader_glsl_to_int, /* WINED3DSIH_FTOU */ shader_glsl_to_uint,
diff --git a/dlls/wined3d/shader_sm4.c b/dlls/wined3d/shader_sm4.c index c8fdb32..6c15751 100644 --- a/dlls/wined3d/shader_sm4.c +++ b/dlls/wined3d/shader_sm4.c @@ -215,6 +215,7 @@ enum wined3d_sm4_opcode WINED3D_SM5_OP_DERIV_RTY_COARSE = 0x7c, WINED3D_SM5_OP_DERIV_RTY_FINE = 0x7d, WINED3D_SM5_OP_GATHER4_C = 0x7e,
- WINED3D_SM5_OP_F32TOF16 = 0x82, WINED3D_SM5_OP_BFI = 0x8c, WINED3D_SM5_OP_BFREV = 0x8d, WINED3D_SM5_OP_SWAPC = 0x8e,
@@ -811,6 +812,7 @@ static const struct wined3d_sm4_opcode_info opcode_table[] = {WINED3D_SM5_OP_DERIV_RTY_COARSE, WINED3DSIH_DSY_COARSE, "f", "f"}, {WINED3D_SM5_OP_DERIV_RTY_FINE, WINED3DSIH_DSY_FINE, "f", "f"}, {WINED3D_SM5_OP_GATHER4_C, WINED3DSIH_GATHER4_C, "f", "fRSf"},
- {WINED3D_SM5_OP_F32TOF16, WINED3DSIH_F32TOF16, "f", "f"},
You should use "u" for the source parameters.
Similar comments as to other patches also applies.