wined3d: Rewrite shader_glsl_lrp() to properly take the write mask into account, use the GLSL mix instruction.

This commit is contained in:
H. Verbeet 2007-01-15 19:32:40 +01:00 committed by Alexandre Julliard
parent e0588e7475
commit 1414d75a3f
1 changed files with 12 additions and 14 deletions

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@ -1270,24 +1270,22 @@ void shader_glsl_mnxn(SHADER_OPCODE_ARG* 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: