wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texdp3().
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@ -1571,17 +1571,23 @@ void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
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/** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
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* Take a 3-component dot product of the TexCoord[dstreg] and src. */
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void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
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char src0_str[100];
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char src0_name[50];
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char src0_mask[6];
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DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
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char src0_str[100], dst_str[100];
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char src0_name[50], dst_name[50];
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char src0_mask[6], dst_mask[6];
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DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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DWORD dst_mask;
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size_t mask_size;
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shader_glsl_add_dst_param(arg, arg->dst, 0, dst_name, dst_mask, dst_str);
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shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
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dst_mask = shader_glsl_append_dst(arg->buffer, arg);
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mask_size = shader_glsl_get_write_mask_size(dst_mask);
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, src0_name, src0_mask, src0_str);
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shader_addline(arg->buffer, "%s = vec4(dot(vec3(T%u), vec3(%s)))%s;\n",
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dst_str, dstreg, src0_str, dst_mask);
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if (mask_size > 1) {
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shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_str);
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} else {
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shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_str);
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}
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}
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/** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
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