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wine
wine-winehq
Commits
7d07f310
Commit
7d07f310
authored
Jan 15, 2007
by
H. Verbeet
Committed by
Alexandre Julliard
Jan 16, 2007
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wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_dst().
parent
146093af
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1 changed file
with
12 additions
and
9 deletions
+12
-9
glsl_shader.c
dlls/wined3d/glsl_shader.c
+12
-9
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dlls/wined3d/glsl_shader.c
View file @
7d07f310
...
...
@@ -1356,17 +1356,20 @@ void shader_glsl_lit(SHADER_OPCODE_ARG* 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:
...
...
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