wined3d: Fix the source swizzle for WINED3DSIH_LOG and WINED3DSIH_LOGP.
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@ -1774,16 +1774,15 @@ static void test_scalar_instructions(IDirect3DDevice8 *device)
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const char *name;
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const DWORD *byte_code;
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D3DCOLOR color;
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BOOL todo;
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}
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test_data[] =
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{
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{"rcp_test", rcp_test, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x80), FALSE},
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{"rsq_test", rsq_test, D3DCOLOR_ARGB(0x00, 0xb4, 0xb4, 0xb4), FALSE},
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{"exp_test", exp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40), FALSE},
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{"expp_test", expp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40), FALSE},
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{"log_test", log_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), TRUE},
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{"logp_test", logp_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), TRUE},
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{"rcp_test", rcp_test, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x80)},
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{"rsq_test", rsq_test, D3DCOLOR_ARGB(0x00, 0xb4, 0xb4, 0xb4)},
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{"exp_test", exp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40)},
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{"expp_test", expp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40)},
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{"log_test", log_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)},
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{"logp_test", logp_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)},
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};
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unsigned int i;
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DWORD shader;
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@ -1808,13 +1807,8 @@ static void test_scalar_instructions(IDirect3DDevice8 *device)
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ok(SUCCEEDED(hr), "%s: Failed to end scene, hr %#x.\n", test_data[i].name, hr);
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color = getPixelColor(device, 320, 240);
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if (test_data[i].todo)
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todo_wine ok(color_match(color, test_data[i].color, 4),
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"%s: Got unexpected color 0x%08x, expected 0x%08x.\n",
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test_data[i].name, color, test_data[i].color);
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else
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ok(color_match(color, test_data[i].color, 4), "%s: Got unexpected color 0x%08x, expected 0x%08x.\n",
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test_data[i].name, color, test_data[i].color);
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ok(color_match(color, test_data[i].color, 4), "%s: Got unexpected color 0x%08x, expected 0x%08x.\n",
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test_data[i].name, color, test_data[i].color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "%s: Failed to present, hr %#x.\n", test_data[i].name, hr);
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@ -2601,7 +2601,7 @@ static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
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dst_write_mask = shader_glsl_append_dst(buffer, ins);
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dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src0_param);
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if (dst_size > 1)
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{
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