Commit 44521200 authored by H. Verbeet's avatar H. Verbeet Committed by Alexandre Julliard

wined3d: Rewrite shader_glsl_sincos() to properly take the write mask into account.

The write mask can only be one of .x, .y, .xy
parent dc0d2a27
......@@ -821,7 +821,6 @@ static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param
return mask;
}
#if 0
/* Append the destination part of the instruction to the buffer, return the effective write mask */
static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
char reg_name[50], write_mask[6], reg_str[100];
......@@ -834,7 +833,6 @@ static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *ar
return mask;
}
#endif
/** Process GLSL instruction modifiers */
void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
......@@ -1306,16 +1304,31 @@ void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
* dst.w = dst.w
*/
void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
char dst_str[100], src0_str[100];
char dst_reg[50], src0_reg[50];
char dst_mask[6], src0_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);
char src0_str[100];
char src0_reg[50];
char src0_mask[6];
DWORD write_mask;
shader_addline(arg->buffer, "%s = vec4(cos(%s), sin(%s), %s.z, %s.w)%s;\n",
dst_str, src0_str, src0_str, dst_reg, dst_reg, dst_mask);
write_mask = shader_glsl_append_dst(arg->buffer, arg);
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, src0_reg, src0_mask, src0_str);
switch (write_mask) {
case WINED3DSP_WRITEMASK_0:
shader_addline(arg->buffer, "cos(%s));\n", src0_str);
break;
case WINED3DSP_WRITEMASK_1:
shader_addline(arg->buffer, "sin(%s));\n", src0_str);
break;
case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_str, src0_str);
break;
default:
ERR("Write mask should be .x, .y or .xy\n");
break;
}
}
/** Process the WINED3DSIO_LOOP instruction in GLSL:
......
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