wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3pad().
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@ -1638,6 +1638,7 @@ void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
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void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
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IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
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DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
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SHADER_BUFFER* buffer = arg->buffer;
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SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
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@ -1645,8 +1646,8 @@ void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
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char src0_name[50];
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char src0_mask[6];
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shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
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shader_addline(buffer, "tmp0.%c = dot(vec3(T%u), vec3(%s));\n", 'x' + current_state->current_row, reg, src0_str);
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, src0_name, src0_mask, src0_str);
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shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_str);
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current_state->texcoord_w[current_state->current_row++] = reg;
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}
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