wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_breakc().
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@ -1459,14 +1459,15 @@ void shader_glsl_break(SHADER_OPCODE_ARG* arg) {
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shader_addline(arg->buffer, "break;\n");
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}
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/* FIXME: According to MSDN the compare is done per component. */
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void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
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char src0_str[100], src1_str[100];
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char src0_reg[50], src1_reg[50];
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char src0_mask[6], src1_mask[6];
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shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
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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[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, src0_reg, src0_mask, src0_str);
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shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, src1_reg, src1_mask, src1_str);
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shader_addline(arg->buffer, "if (%s %s %s) break;\n",
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src0_str, shader_get_comp_op(arg->opcode_token), src1_str);
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