wined3d: Fix remaining incorrect dst register getters.
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@ -792,10 +792,8 @@ static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
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SHADER_BUFFER *buffer = ins->ctx->buffer;
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char dst_name[50];
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char src_name[2][50];
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char dst_wmask[20];
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DWORD sampler_code = dst->reg.idx;
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BOOL has_bumpmat = FALSE;
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BOOL is_color;
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int i;
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for(i = 0; i < This->numbumpenvmatconsts; i++) {
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@ -807,10 +805,6 @@ static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
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}
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}
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shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
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shader_arb_get_write_mask(ins, dst, dst_wmask);
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strcat(dst_name, dst_wmask);
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shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
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shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
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@ -1389,14 +1383,13 @@ static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
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const struct wined3d_shader_dst_param *dst = &ins->dst[0];
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SHADER_BUFFER *buffer = ins->ctx->buffer;
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char dst_name[50];
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BOOL is_color;
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/* texdepth has an implicit destination, the fragment depth value. It's only parameter,
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* which is essentially an input, is the destination register because it is the first
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* parameter. According to the msdn, this must be register r5, but let's keep it more flexible
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* here
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* here(writemasks/swizzles are not valid on texdepth)
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*/
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shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
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shader_arb_get_dst_param(ins, dst, dst_name);
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/* According to the msdn, the source register(must be r5) is unusable after
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* the texdepth instruction, so we're free to modify it
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@ -1438,18 +1431,12 @@ static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
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const struct wined3d_shader_dst_param *dst = &ins->dst[0];
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char src0[50];
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char dst_str[50];
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char dst_mask[6];
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SHADER_BUFFER *buffer = ins->ctx->buffer;
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BOOL is_color;
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/* Handle output register */
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shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_str, &is_color);
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shader_arb_get_write_mask(ins, dst, dst_mask);
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shader_arb_get_dst_param(ins, dst, dst_str);
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shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
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shader_addline(buffer, "DP3 %s%s, fragment.texcoord[%u], %s;\n", dst_str, dst_mask, dst->reg.idx, src0);
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/* TODO: Handle output modifiers */
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shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
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}
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/** Process the WINED3DSIO_TEXM3X3 instruction in ARB
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@ -1459,16 +1446,12 @@ static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
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const struct wined3d_shader_dst_param *dst = &ins->dst[0];
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SHADER_BUFFER *buffer = ins->ctx->buffer;
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char dst_str[50];
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char dst_mask[6];
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char src0[50];
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BOOL is_color;
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shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_str, &is_color);
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shader_arb_get_write_mask(ins, dst, dst_mask);
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shader_arb_get_dst_param(ins, dst, dst_str);
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shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
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shader_addline(buffer, "DP3 TMP.z, fragment.texcoord[%u], %s;\n", dst->reg.idx, src0);
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shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
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shader_addline(buffer, "MOV %s, TMP;\n", dst_str);
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}
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/** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
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@ -1590,18 +1573,14 @@ static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
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SHADER_BUFFER *buffer = ins->ctx->buffer;
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char dst_name[50];
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char src_name[50];
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char dst_wmask[20];
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BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
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BOOL is_color;
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shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
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shader_arb_get_write_mask(ins, dst, dst_wmask);
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shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
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shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
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shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
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shader_addline(buffer, "RSQ TMP, TMP.x;\n");
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/* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
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shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
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shader_addline(buffer, "MUL%s %s, %s, TMP;\n", sat ? "_SAT" : "", dst_name,
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src_name);
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}
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@ -1615,15 +1594,11 @@ static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
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SHADER_BUFFER *buffer = ins->ctx->buffer;
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char dst_name[50];
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char src_name[50];
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char dst_wmask[20];
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BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
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BOOL is_color;
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shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
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shader_arb_get_write_mask(ins, dst, dst_wmask);
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shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
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shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
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shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
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shader_addline(buffer, "SCS%s %s, %s;\n", sat ? "_SAT" : "", dst_name,
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src_name);
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}
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