From: Paul Gofman Subject: [PATCH v2] wined3d: Use intBitsToFloat() instead of uintBitsToFloat(). Message-Id: <20190419173236.29071-1-gofmanp@gmail.com> Date: Fri, 19 Apr 2019 20:32:36 +0300 Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=47039 There is no uint type in GLSL version < 1.3, while ARB_shader_bit_encoding may still be supported. Signed-off-by: Paul Gofman --- v2: - Use %#x instead of %d. dlls/wined3d/glsl_shader.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 7d4678965d..303669852a 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -446,7 +446,7 @@ 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]); } @@ -3288,7 +3288,7 @@ 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 { @@ -3318,7 +3318,7 @@ 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]); } -- 2.20.1