wined3d: Store the write mask in struct wined3d_shader_dst_param.
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215fd0b813
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@ -688,7 +688,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
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if (shader_is_pshader_version(ins->reg_maps->shader_version))
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{
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IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->shader;
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gen_color_correction(buffer, dst_str, ins->dst[0].token & WINED3DSP_WRITEMASK_ALL,
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gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
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"one", "coefmul.x", ps->cur_args->color_fixup[sampler_idx]);
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}
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}
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@ -1584,10 +1584,10 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
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break;
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}
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tmp_dst = ins->dst[0];
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for (i = 0; i < nComponents; i++) {
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tmp_dst.register_idx = ins->dst[0].register_idx;
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tmp_dst.modifiers = ins->dst[0].modifiers;
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tmp_dst.token = ((ins->dst[0].token) & ~WINED3DSP_WRITEMASK_ALL) | (WINED3DSP_WRITEMASK_0 << i);
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tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
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tmp_dst.token = (tmp_dst.token & ~WINED3DSP_WRITEMASK_ALL) | tmp_dst.write_mask;
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tmp_ins.src[1] = ins->src[1]+i;
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shader_hw_map2gl(&tmp_ins);
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}
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@ -851,6 +851,7 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
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dst_param.addr_token = 0;
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pToken += shader_get_param(pToken, shader_version, &dst_param.token, &dst_param.addr_token);
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dst_param.register_idx = dst_param.token & WINED3DSP_REGNUM_MASK;
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dst_param.write_mask = dst_param.token & WINED3DSP_WRITEMASK_ALL;
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dst_param.modifiers = dst_param.token & WINED3DSP_DSTMOD_MASK;
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}
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@ -1446,7 +1446,7 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction
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if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
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if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
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if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
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mask &= ins->dst[0].token;
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mask &= ins->dst[0].write_mask;
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if (!mask) return; /* Nothing to do */
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@ -1509,7 +1509,7 @@ static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const struct wined3d_s
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BOOL rect_fixup = FALSE;
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va_list args;
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shader_glsl_get_swizzle(swizzle, FALSE, ins->dst[0].token, dst_swizzle);
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shader_glsl_get_swizzle(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
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if (shader_is_pshader_version(ins->reg_maps->shader_version))
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{
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@ -1947,6 +1947,7 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
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temp_destination = TRUE;
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} else {
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struct wined3d_shader_dst_param dst = ins->dst[0];
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dst.write_mask &= write_mask;
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dst.token &= ~WINED3DSP_WRITEMASK_ALL | write_mask;
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write_mask = shader_glsl_append_dst_ext(ins->buffer, ins, &dst);
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if (!write_mask) continue;
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@ -2010,6 +2011,7 @@ static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
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}
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}
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dst = ins->dst[0];
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dst.write_mask &= write_mask;
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dst.token &= ~WINED3DSP_WRITEMASK_ALL | write_mask;
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write_mask = shader_glsl_append_dst_ext(ins->buffer, ins, &dst);
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if (!write_mask) continue;
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@ -2087,11 +2089,11 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
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break;
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}
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tmp_dst = ins->dst[0];
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for (i = 0; i < nComponents; ++i)
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{
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tmp_dst.register_idx = ins->dst[0].register_idx;
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tmp_dst.modifiers = ins->dst[0].modifiers;
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tmp_dst.token = ((ins->dst[0].token) & ~WINED3DSP_WRITEMASK_ALL) | (WINED3DSP_WRITEMASK_0 << i);
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tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
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tmp_dst.token = (tmp_dst.token & ~WINED3DSP_WRITEMASK_ALL) | tmp_dst.write_mask;
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tmp_ins.src[1] = ins->src[1] + i;
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shader_glsl_dot(&tmp_ins);
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}
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@ -453,6 +453,7 @@ typedef struct SHADER_OPCODE
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struct wined3d_shader_dst_param
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{
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UINT register_idx;
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DWORD write_mask;
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DWORD modifiers;
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DWORD token;
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DWORD addr_token;
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