From 2c60906ec4b1e9011fafe87cab34beace7f90a57 Mon Sep 17 00:00:00 2001 From: "H. Verbeet" Date: Mon, 15 Jan 2007 19:32:54 +0100 Subject: [PATCH] wined3d: Rewrite shader_glsl_cnd() to properly take the write mask into account. Take the difference between ps 1.4 and earlier versions into account. --- dlls/wined3d/glsl_shader.c | 38 ++++++++++++++++++++++++++------------ 1 file changed, 26 insertions(+), 12 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 7995d616f82..86f61e4a4e3 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1192,20 +1192,34 @@ void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) { } /** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */ +/* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4 + * the compare is done per component of src0. */ void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) { + IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; + 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; + size_t mask_size; - 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); - shader_glsl_add_dst_old(arg->dst, dst_reg, dst_mask, tmpLine); - shader_addline(arg->buffer, "%s(%s < 0.5) ? %s : %s)%s;\n", - tmpLine, src0_str, src1_str, src2_str, dst_mask); + write_mask = shader_glsl_append_dst(arg->buffer, arg); + + if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) { + mask_size = 1; + shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, src0_reg, src0_mask, src0_str); + } else { + mask_size = shader_glsl_get_write_mask_size(write_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); + + if (mask_size > 1) { + shader_addline(arg->buffer, "mix(%s, %s, vec%d(lessThan(%s, vec%d(0.5)))));\n", src2_str, src1_str, mask_size, src0_str, mask_size); + } else { + shader_addline(arg->buffer, "%s < 0.5 ? %s : %s);\n", src0_str, src1_str, src2_str); + } } /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */