wined3d: Rewrite pshader_glsl_dp2add() to properly take the write mask into account.
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@ -1817,19 +1817,20 @@ void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
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/** Process the WINED3DSIO_DP2ADD instruction in GLSL.
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* dst = dot2(src0, src1) + src2 */
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void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
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char src0_str[100], src1_str[100], src2_str[100];
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char src0_reg[50], src1_reg[50], src2_reg[50];
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char src0_mask[6], src1_mask[6], src2_mask[6];
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DWORD write_mask;
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size_t mask_size;
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char tmpLine[256];
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char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
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char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
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char dst_mask[6], src0_mask[6], src1_mask[6], src2_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_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_old(arg, arg->src[2], arg->src_addr[2], src2_reg, src2_mask, src2_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, "%sdot(vec2(%s), vec2(%s)) + %s)%s;\n",
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tmpLine, src0_str, src1_str, src2_str, dst_mask);
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write_mask = shader_glsl_append_dst(arg->buffer, arg);
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mask_size = shader_glsl_get_write_mask_size(write_mask);
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, 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 | WINED3DSP_WRITEMASK_1, src1_reg, src1_mask, src1_str);
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shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, src2_reg, src2_mask, src2_str);
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shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_str, src1_str, src2_str);
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}
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void pshader_glsl_input_pack(
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