Module: wine Branch: master Commit: 7d07f3104563470395814d15c667ecc54d8e6ab7 URL: http://source.winehq.org/git/wine.git/?a=commit;h=7d07f3104563470395814d15c6...
Author: H. Verbeet hverbeet@gmail.com Date: Mon Jan 15 19:33:15 2007 +0100
wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_dst().
---
dlls/wined3d/glsl_shader.c | 21 ++++++++++++--------- 1 files changed, 12 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 7739cd2..6b80eaf 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1356,17 +1356,20 @@ void shader_glsl_lit(SHADER_OPCODE_ARG* * dst.w = src1.w */ void shader_glsl_dst(SHADER_OPCODE_ARG* arg) { + char src0y_str[100], src0z_str[100], src1y_str[100], src1w_str[100]; + char src0y_reg[50], src0z_reg[50], src1y_reg[50], src1w_reg[50]; + char dst_mask[6], src0y_mask[6], src0z_mask[6], src1y_mask[6], src1w_mask[6];
- char dst_str[100], src0_str[100], src1_str[100]; - char dst_reg[50], src0_reg[50], src1_reg[50]; - char dst_mask[6], src0_mask[6], src1_mask[6]; - - shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str); - shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str); - shader_glsl_add_src_param_old(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str); + shader_glsl_append_dst(arg->buffer, arg); + shader_glsl_get_write_mask(arg->dst, dst_mask); + + shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, src0y_reg, src0y_mask, src0y_str); + shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, src0z_reg, src0z_mask, src0z_str); + shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, src1y_reg, src1y_mask, src1y_str); + shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, src1w_reg, src1w_mask, src1w_str);
- shader_addline(arg->buffer, "%s = vec4(1.0, %s.x * %s.y, %s.z, %s.w)%s;\n", - dst_str, src0_reg, src1_reg, src0_reg, src1_reg, dst_mask); + shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n", + src0y_str, src1y_str, src0z_str, src1w_str, dst_mask); }
/** Process the WINED3DSIO_SINCOS instruction in GLSL: