From 436d700c2e58e4442bb250f72efbb3f247fffd3b Mon Sep 17 00:00:00 2001 From: Ivan Gyurdiev Date: Thu, 13 Jul 2006 20:31:00 -0600 Subject: [PATCH] wined3d: Fix cmp instruction for GLSL. The current GLSL cmp instruction is incorrect, because: - it ignores destination write mask - it ignores source swizzle - it ignores other source modifiers. - it works incorrectly for src0 = 0 --- dlls/wined3d/glsl_shader.c | 11 +++++------ 1 file changed, 5 insertions(+), 6 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 223a8e01376..23f944cf3f7 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -987,20 +987,19 @@ void shader_glsl_compare(SHADER_OPCODE_ARG* arg) { /** Process CMP instruction in GLSL (dst = src0.x > 0.0 ? src1.x : src2.x), per channel */ void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) { + 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_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str); - /* FIXME: This isn't correct - doesn't take the dst's swizzle into account. */ - shader_addline(arg->buffer, "%s.x = (%s.x > 0.0) ? %s.x : %s.x;\n", dst_reg, src0_reg, src1_reg, src2_reg); - shader_addline(arg->buffer, "%s.y = (%s.y > 0.0) ? %s.y : %s.y;\n", dst_reg, src0_reg, src1_reg, src2_reg); - shader_addline(arg->buffer, "%s.z = (%s.z > 0.0) ? %s.z : %s.z;\n", dst_reg, src0_reg, src1_reg, src2_reg); - shader_addline(arg->buffer, "%s.w = (%s.w > 0.0) ? %s.w : %s.w;\n", dst_reg, src0_reg, src1_reg, src2_reg); + shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); + shader_addline(arg->buffer, "%smix(vec4(%s), vec4(%s), vec4(lessThan(vec4(%s), vec4(0.0)))))%s;\n", + tmpLine, src1_str, src2_str, src0_str, dst_mask); } /** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */