wined3d: Use intBitsToFloat() instead of uintBitsToFloat().

There is no uint type in GLSL version < 1.3, while
ARB_shader_bit_encoding may still be supported.

Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=47039
Signed-off-by: Paul Gofman <gofmanp@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
stable
Paul Gofman 2019-04-19 20:32:36 +03:00 committed by Alexandre Julliard
parent cf345813de
commit 75aa4ab16b
1 changed files with 3 additions and 3 deletions

View File

@ -434,7 +434,7 @@ static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, co
{
const unsigned int *uint_values = (const unsigned int *)values;
shader_addline(buffer, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))\n"
shader_addline(buffer, "intBitsToFloat(ivec4(%#x, %#x, %#x, %#x))\n"
" /* %s, %s, %s, %s */", uint_values[0], uint_values[1],
uint_values[2], uint_values[3], str[0], str[1], str[2], str[3]);
}
@ -3141,7 +3141,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
case WINED3D_DATA_FLOAT:
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
{
string_buffer_sprintf(register_name, "uintBitsToFloat(%#xu)", reg->u.immconst_data[0]);
string_buffer_sprintf(register_name, "intBitsToFloat(%#x)", reg->u.immconst_data[0]);
}
else
{
@ -3171,7 +3171,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
case WINED3D_DATA_FLOAT:
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
{
string_buffer_sprintf(register_name, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
string_buffer_sprintf(register_name, "intBitsToFloat(ivec4(%#x, %#x, %#x, %#x))",
reg->u.immconst_data[0], reg->u.immconst_data[1],
reg->u.immconst_data[2], reg->u.immconst_data[3]);
}