wined3d: Rewrite shader_glsl_map2gl() to properly take the write mask into account.
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@ -1020,54 +1020,49 @@ void shader_glsl_cross(SHADER_OPCODE_ARG *arg) {
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/* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
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void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
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CONST SHADER_OPCODE* curOpcode = arg->opcode;
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SHADER_BUFFER* buffer = arg->buffer;
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char tmpLine[256];
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char dst_str[100], src_str[100];
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char dst_reg[50], src_reg[50];
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char dst_mask[6], src_mask[6];
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const char *instruction;
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char arguments[256];
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char src_str[100];
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char src_reg[50];
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char src_mask[6];
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DWORD write_mask;
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unsigned i;
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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_dst_old(arg->dst, dst_reg, dst_mask, tmpLine);
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/* Determine the GLSL function to use based on the opcode */
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/* TODO: Possibly make this a table for faster lookups */
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switch (curOpcode->opcode) {
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case WINED3DSIO_MIN: strcat(tmpLine, "min"); break;
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case WINED3DSIO_MAX: strcat(tmpLine, "max"); break;
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case WINED3DSIO_RSQ: strcat(tmpLine, "inversesqrt"); break;
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case WINED3DSIO_ABS: strcat(tmpLine, "abs"); break;
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case WINED3DSIO_FRC: strcat(tmpLine, "fract"); break;
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case WINED3DSIO_POW: strcat(tmpLine, "pow"); break;
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case WINED3DSIO_NRM: strcat(tmpLine, "normalize"); break;
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case WINED3DSIO_LOGP:
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case WINED3DSIO_LOG: strcat(tmpLine, "log2"); break;
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case WINED3DSIO_EXP: strcat(tmpLine, "exp2"); break;
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case WINED3DSIO_SGN: strcat(tmpLine, "sign"); break;
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default:
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case WINED3DSIO_MIN: instruction = "min"; break;
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case WINED3DSIO_MAX: instruction = "max"; break;
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case WINED3DSIO_RSQ: instruction = "inversesqrt"; break;
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case WINED3DSIO_ABS: instruction = "abs"; break;
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case WINED3DSIO_FRC: instruction = "fract"; break;
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case WINED3DSIO_POW: instruction = "pow"; break;
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case WINED3DSIO_NRM: instruction = "normalize"; break;
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case WINED3DSIO_LOGP:
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case WINED3DSIO_LOG: instruction = "log2"; break;
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case WINED3DSIO_EXP: instruction = "exp2"; break;
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case WINED3DSIO_SGN: instruction = "sign"; break;
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default: instruction = "";
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FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
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break;
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}
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strcat(tmpLine, "(");
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write_mask = shader_glsl_append_dst(buffer, arg);
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arguments[0] = '\0';
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if (curOpcode->num_params > 0) {
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strcat(tmpLine, "vec4(");
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shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src_reg, src_mask, src_str);
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strcat(tmpLine, src_str);
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strcat(tmpLine, ")");
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, src_reg, src_mask, src_str);
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strcat(arguments, src_str);
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for (i = 2; i < curOpcode->num_params; ++i) {
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strcat(tmpLine, ", vec4(");
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shader_glsl_add_src_param_old(arg, arg->src[i-1], arg->src_addr[i-1], src_reg, src_mask, src_str);
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strcat(tmpLine, src_str);
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strcat(tmpLine, ")");
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strcat(arguments, ", ");
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shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, src_reg, src_mask, src_str);
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strcat(arguments, src_str);
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}
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}
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shader_addline(buffer, "%s))%s;\n", tmpLine, dst_mask);
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shader_addline(buffer, "%s(%s));\n", instruction, arguments);
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}
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/** Process the WINED3DSIO_EXPP instruction in GLSL:
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