wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_loop().
Fix the comment.
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@ -1397,17 +1397,18 @@ void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
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}
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/** Process the WINED3DSIO_LOOP instruction in GLSL:
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* Start a for() loop where src0.y is the initial value of aL,
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* increment aL by src0.z for a total of src0.x iterations.
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* Start a for() loop where src1.y is the initial value of aL,
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* increment aL by src1.z for a total of src1.x iterations.
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* Need to use a temporary variable for this operation.
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*/
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/* FIXME: I don't think nested loops will work correctly this way. */
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void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
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char src1_str[100];
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char src1_reg[50];
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char src1_mask[6];
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shader_glsl_add_src_param_old(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
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shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, src1_reg, src1_mask, src1_str);
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shader_addline(arg->buffer, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
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src1_reg, src1_reg, src1_reg);
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