wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x2tex().
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@ -1652,19 +1652,22 @@ void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
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}
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void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
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char dst_str[8];
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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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char src0_str[100];
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char src0_name[50];
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char src0_mask[6];
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char dst_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.y = dot(vec3(T%u), vec3(%s));\n", 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.y = dot(T%u.xyz, %s);\n", reg, src0_str);
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shader_glsl_append_dst(buffer, arg);
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shader_glsl_get_write_mask(arg->dst, dst_mask);
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/* Sample the texture using the calculated coordinates */
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sprintf(dst_str, "T%u", reg);
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shader_glsl_sample(arg, reg, dst_str, "tmp0");
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shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
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}
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/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
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