Module: wine Branch: master Commit: b26fae9a259c0e99e0151f64b029c76a83ae604e URL: http://source.winehq.org/git/wine.git/?a=commit;h=b26fae9a259c0e99e0151f64b0...
Author: H. Verbeet hverbeet@gmail.com Date: Mon Jan 15 19:35:22 2007 +0100
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3tex().
Use shader_glsl_get_sample_function().
---
dlls/wined3d/glsl_shader.c | 17 ++++++++++++----- 1 files changed, 12 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 1bb55a0..c02b0e6 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1673,20 +1673,27 @@ void pshader_glsl_texm3x2tex(SHADER_OPCO /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */ void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) { - char dst_str[8]; + DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; char src0_str[100]; char src0_name[50]; char src0_mask[6]; + char dst_mask[6]; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; + DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK; + glsl_sample_function_t sample_function;
- shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str); - shader_addline(arg->buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str); + shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, src0_name, src0_mask, src0_str); + shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_str); + + shader_glsl_append_dst(arg->buffer, arg); + shader_glsl_get_write_mask(arg->dst, dst_mask); + shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
/* Sample the texture using the calculated coordinates */ - sprintf(dst_str, "T%u", reg); - shader_glsl_sample(arg, reg, dst_str, "tmp0"); + shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); + current_state->current_row = 0; }