wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3().
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@ -1700,18 +1700,21 @@ void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
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/** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
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* Perform the 3rd row of a 3x3 matrix multiply */
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void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
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DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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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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DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
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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(arg->buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
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shader_addline(arg->buffer, "T%u = vec4(tmp0.x, tmp0.y, tmp0.z, 1.0);\n", reg);
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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_glsl_append_dst(arg->buffer, arg);
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shader_glsl_get_write_mask(arg->dst, dst_mask);
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shader_addline(arg->buffer, "vec4(tmp.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_str, dst_mask);
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current_state->current_row = 0;
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}
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