Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
eb7b1f4b
Commit
eb7b1f4b
authored
Oct 30, 2006
by
Kovács András
Committed by
Alexandre Julliard
Oct 30, 2006
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Fix introduced regression in shader_glsl_mnxn and vshader_hw_mnxn.
parent
74a09f90
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
12 additions
and
11 deletions
+12
-11
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+5
-5
glsl_shader.c
dlls/wined3d/glsl_shader.c
+5
-5
vertexshader.c
dlls/wined3d/vertexshader.c
+2
-1
No files found.
dlls/wined3d/arb_program_shader.c
View file @
eb7b1f4b
...
...
@@ -854,23 +854,23 @@ void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
switch
(
arg
->
opcode
->
opcode
)
{
case
WINED3DSIO_M4x4
:
nComponents
=
4
;
tmpArg
.
opcode
=
&
IWineD3DVertexShaderImpl_shader_ins
[
WINED3DSIO_DP4
]
;
tmpArg
.
opcode
=
shader_get_opcode
(
arg
->
shader
,
WINED3DSIO_DP4
)
;
break
;
case
WINED3DSIO_M4x3
:
nComponents
=
3
;
tmpArg
.
opcode
=
&
IWineD3DVertexShaderImpl_shader_ins
[
WINED3DSIO_DP4
]
;
tmpArg
.
opcode
=
shader_get_opcode
(
arg
->
shader
,
WINED3DSIO_DP4
)
;
break
;
case
WINED3DSIO_M3x4
:
nComponents
=
4
;
tmpArg
.
opcode
=
&
IWineD3DVertexShaderImpl_shader_ins
[
WINED3DSIO_DP3
]
;
tmpArg
.
opcode
=
shader_get_opcode
(
arg
->
shader
,
WINED3DSIO_DP3
)
;
break
;
case
WINED3DSIO_M3x3
:
nComponents
=
3
;
tmpArg
.
opcode
=
&
IWineD3DVertexShaderImpl_shader_ins
[
WINED3DSIO_DP3
]
;
tmpArg
.
opcode
=
shader_get_opcode
(
arg
->
shader
,
WINED3DSIO_DP3
)
;
break
;
case
WINED3DSIO_M3x2
:
nComponents
=
2
;
tmpArg
.
opcode
=
&
IWineD3DVertexShaderImpl_shader_ins
[
WINED3DSIO_DP3
]
;
tmpArg
.
opcode
=
shader_get_opcode
(
arg
->
shader
,
WINED3DSIO_DP3
)
;
break
;
default:
break
;
...
...
dlls/wined3d/glsl_shader.c
View file @
eb7b1f4b
...
...
@@ -1140,23 +1140,23 @@ void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
switch
(
arg
->
opcode
->
opcode
)
{
case
WINED3DSIO_M4x4
:
nComponents
=
4
;
tmpArg
.
opcode
=
&
IWineD3DVertexShaderImpl_shader_ins
[
WINED3DSIO_DP4
]
;
tmpArg
.
opcode
=
shader_get_opcode
(
arg
->
shader
,
WINED3DSIO_DP4
)
;
break
;
case
WINED3DSIO_M4x3
:
nComponents
=
3
;
tmpArg
.
opcode
=
&
IWineD3DVertexShaderImpl_shader_ins
[
WINED3DSIO_DP4
]
;
tmpArg
.
opcode
=
shader_get_opcode
(
arg
->
shader
,
WINED3DSIO_DP4
)
;
break
;
case
WINED3DSIO_M3x4
:
nComponents
=
4
;
tmpArg
.
opcode
=
&
IWineD3DVertexShaderImpl_shader_ins
[
WINED3DSIO_DP3
]
;
tmpArg
.
opcode
=
shader_get_opcode
(
arg
->
shader
,
WINED3DSIO_DP3
)
;
break
;
case
WINED3DSIO_M3x3
:
nComponents
=
3
;
tmpArg
.
opcode
=
&
IWineD3DVertexShaderImpl_shader_ins
[
WINED3DSIO_DP3
]
;
tmpArg
.
opcode
=
shader_get_opcode
(
arg
->
shader
,
WINED3DSIO_DP3
)
;
break
;
case
WINED3DSIO_M3x2
:
nComponents
=
2
;
tmpArg
.
opcode
=
&
IWineD3DVertexShaderImpl_shader_ins
[
WINED3DSIO_DP3
]
;
tmpArg
.
opcode
=
shader_get_opcode
(
arg
->
shader
,
WINED3DSIO_DP3
)
;
break
;
default:
break
;
...
...
dlls/wined3d/vertexshader.c
View file @
eb7b1f4b
...
...
@@ -473,7 +473,8 @@ static void vshader_texldl(WINED3DSHADERVECTOR* d) {
}
CONST
SHADER_OPCODE
IWineD3DVertexShaderImpl_shader_ins
[]
=
{
/* This table is not order or position dependent. */
/* Arithmetic */
{
WINED3DSIO_NOP
,
"nop"
,
"NOP"
,
0
,
0
,
vshader_nop
,
vshader_hw_map2gl
,
NULL
,
0
,
0
},
{
WINED3DSIO_MOV
,
"mov"
,
"MOV"
,
1
,
2
,
vshader_mov
,
vshader_hw_map2gl
,
shader_glsl_mov
,
0
,
0
},
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment