wined3d: Added correct cast support for gl_FogFragCoord and gl_PointSize output registers.
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406ec20459
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@ -380,17 +380,29 @@ static const char* shift_glsl_tab[] = {
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"0.5 * " /* 15 (d2) */
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};
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/** Print the beginning of the generated GLSL string. example: "reg_name.xyzw = vec4(" */
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static void shader_glsl_add_dst(DWORD param, const char* reg_name, const char* reg_mask, char* outStr) {
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/** Print the beginning of the generated GLSL string. example: "reg_name.xyzw = vec4("
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* Will also change the reg_mask if necessary (not all register types are equal in DX vs GL) */
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static void shader_glsl_add_dst(DWORD param, const char* reg_name, char* reg_mask, char* outStr) {
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int shift = (param & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
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char cast[6];
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if ((shader_get_regtype(param) == D3DSPR_RASTOUT)
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&& ((param & D3DSP_REGNUM_MASK) != 0)) {
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/* gl_FogFragCoord or glPointSize - both floats */
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strcpy(cast, "float");
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strcpy(reg_mask, "");
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/* TODO: determine if destination is anything other than a float vector and accommodate*/
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if (reg_name[0] == 'A')
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sprintf(outStr, "%s%s = %sivec4(", reg_name, reg_mask, shift_glsl_tab[shift]);
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else
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sprintf(outStr, "%s%s = %svec4(", reg_name, reg_mask, shift_glsl_tab[shift]);
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} else if (reg_name[0] == 'A') {
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/* Address register for vertex shaders (ivec4) */
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strcpy(cast, "ivec4");
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} else {
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/* Everything else should be a 4 component float vector */
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strcpy(cast, "vec4");
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}
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sprintf(outStr, "%s%s = %s%s(", reg_name, reg_mask, shift_glsl_tab[shift], cast);
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}
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/* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
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