Module: wine Branch: master Commit: 1414d75a3f80786f680fa5e3eb9c6952d2a0ecfa URL: http://source.winehq.org/git/wine.git/?a=commit;h=1414d75a3f80786f680fa5e3eb...
Author: H. Verbeet hverbeet@gmail.com Date: Mon Jan 15 19:32:40 2007 +0100
wined3d: Rewrite shader_glsl_lrp() to properly take the write mask into account, use the GLSL mix instruction.
---
dlls/wined3d/glsl_shader.c | 26 ++++++++++++-------------- 1 files changed, 12 insertions(+), 14 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 7f66ba0..c1d8316 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1270,24 +1270,22 @@ void shader_glsl_mnxn(SHADER_OPCODE_ARG* /** The LRP instruction performs a component-wise linear interpolation between the second and third operands using the first operand as the - blend factor. Equation: (dst = src2 * (src1 - src0) + src0) + blend factor. Equation: (dst = src2 + src0 * (src1 - src2)) + This is equivalent to mix(src2, src1, src0); */ void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) { + char src0_str[100], src1_str[100], src2_str[100]; + char src0_reg[50], src1_reg[50], src2_reg[50]; + char src0_mask[6], src1_mask[6], src2_mask[6]; + DWORD write_mask;
- char tmpLine[256]; - char dst_str[100], src0_str[100], src1_str[100], src2_str[100]; - char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50]; - char dst_mask[6], src0_mask[6], src1_mask[6], src2_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_add_src_param_old(arg, arg->src[2], arg->src_addr[2], src2_reg, src2_mask, src2_str); + write_mask = shader_glsl_append_dst(arg->buffer, arg);
- shader_glsl_add_dst_old(arg->dst, dst_reg, dst_mask, tmpLine); - - shader_addline(arg->buffer, "%s%s + %s * (%s - %s))%s;\n", - tmpLine, src2_str, src0_str, src1_str, src2_str, dst_mask); + shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, src0_reg, src0_mask, src0_str); + shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, src1_reg, src1_mask, src1_str); + shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, src2_reg, src2_mask, src2_str); + + shader_addline(arg->buffer, "mix(%s, %s, %s));\n", src2_str, src1_str, src0_str); }
/** Process the WINED3DSIO_LIT instruction in GLSL: