wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texreg2ar.
Use the correct source swizzle.
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@ -1799,19 +1799,17 @@ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
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/** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
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* Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
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void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
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char tmpLine[255];
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char dst_str[100], src0_str[100];
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char dst_reg[50], src0_reg[50];
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char dst_mask[6], src0_mask[6];
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DWORD src0_regnum = arg->src[0] & WINED3DSP_REGNUM_MASK;
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char src0_str[100];
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char src0_reg[50];
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char src0_mask[6];
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DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
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char dst_mask[6];
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shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
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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_append_dst(arg->buffer, arg);
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shader_glsl_get_write_mask(arg->dst, dst_mask);
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, src0_reg, src0_mask, src0_str);
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shader_glsl_add_dst_old(arg->dst, dst_reg, dst_mask, tmpLine);
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shader_addline(arg->buffer, "%stexture2D(Psampler%u, %s.yz))%s;\n",
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tmpLine, src0_regnum, dst_reg, dst_mask);
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shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_reg, dst_mask);
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}
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/** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
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