Hi, this patch caused regression in TES: Oblivion, some objects like
peoples are broken.
Mirek Slugen
H. Verbeet napsal(a):
> Changelog:
> - Rewrite shader_glsl_mov() to properly take the write mask into account
> - in case of writing to an address register round the source, rather
> than just dropping the fractional part
>
>
> ------------------------------------------------------------------------
>
> ---
>
> dlls/wined3d/glsl_shader.c | 33 ++++++++++++++++++++++++---------
> 1 files changed, 24 insertions(+), 9 deletions(-)
>
> diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
> index 60f74c0..6579e6d 100644
> --- a/dlls/wined3d/glsl_shader.c
> +++ b/dlls/wined3d/glsl_shader.c
> @@ -963,17 +963,32 @@ void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
>
> /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
> void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
> -
> + IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
> SHADER_BUFFER* buffer = arg->buffer;
> - char tmpLine[256];
> - char dst_str[100], src0_str[100];
> - char dst_reg[50], src0_reg[50];
> - char dst_mask[6], src0_mask[6];
> + char src0_str[100];
> + char src0_reg[50];
> + char src0_mask[6];
> + DWORD write_mask;
>
> - 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_dst_old(arg->dst, dst_reg, dst_mask, tmpLine);
> - shader_addline(buffer, "%s%s)%s;\n", tmpLine, src0_str, dst_mask);
> + write_mask = shader_glsl_append_dst(buffer, arg);
> + shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, src0_reg, src0_mask, src0_str);
> +
> + /* In vs_1_1 WINED3DSIO_MOV can write to the adress register. In later
> + * shader versions WINED3DSIO_MOVA is used for this. */
> + if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
> + !shader_is_pshader_version(shader->baseShader.hex_version) &&
> + shader_get_regtype(arg->dst) == WINED3DSPR_ADDR) ||
> + arg->opcode->opcode == WINED3DSIO_MOVA) {
> + /* We need to *round* to the nearest int here. */
> + size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
> + if (mask_size > 1) {
> + shader_addline(buffer, "ivec%d(floor(%s + vec%d(0.5))));\n", mask_size, src0_str, mask_size);
> + } else {
> + shader_addline(buffer, "int(floor(%s + 0.5)));\n", src0_str);
> + }
> + } else {
> + shader_addline(buffer, "%s);\n", src0_str);
> + }
> }
>
> /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
>
>
> ------------------------------------------------------------------------
>
>