wined3d: Fix some swizzles on scalars.
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5c19285da6
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@ -703,11 +703,8 @@ static void shader_glsl_get_register_name(
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static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
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char *ptr = write_mask;
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DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
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DWORD reg_type = shader_get_regtype(param);
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/* gl_FogFragCoord, gl_PointSize and gl_FragDepth are floats, fixup the write mask. */
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if (((reg_type == WINED3DSPR_RASTOUT) && ((param & WINED3DSP_REGNUM_MASK) != 0))
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|| reg_type == WINED3DSPR_DEPTHOUT) {
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if (shader_is_scalar(param)) {
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mask = WINED3DSP_WRITEMASK_0;
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} else {
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*ptr++ = '.';
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@ -741,12 +738,14 @@ static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, c
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const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
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char *ptr = swizzle_str;
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*ptr++ = '.';
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/* swizzle bits fields: wwzzyyxx */
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if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
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if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
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if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
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if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
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if (!shader_is_scalar(param)) {
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*ptr++ = '.';
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/* swizzle bits fields: wwzzyyxx */
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if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
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if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
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if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
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if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
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}
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*ptr = '\0';
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}
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@ -1847,6 +1847,30 @@ static inline BOOL shader_is_comment(DWORD token) {
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return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
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}
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/* TODO: vFace (ps_3_0) */
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static inline BOOL shader_is_scalar(DWORD param) {
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DWORD reg_type = shader_get_regtype(param);
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switch (reg_type) {
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case WINED3DSPR_RASTOUT:
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if ((param & WINED3DSP_REGNUM_MASK) != 0) {
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/* oFog & oPts */
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return TRUE;
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}
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/* oPos */
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return FALSE;
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case WINED3DSPR_DEPTHOUT: /* oDepth */
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case WINED3DSPR_CONSTBOOL: /* b# */
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case WINED3DSPR_LOOP: /* aL */
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case WINED3DSPR_PREDICATE: /* p0 */
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return TRUE;
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default:
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return FALSE;
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}
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}
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/* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
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* so upload them above that
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*/
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