wined3d: Correct implementation of D3DSIO_LOOP.
I initially misread the specification. src0.x is the iteration count, not the max amount for the loop register. This fixes that.
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@ -333,8 +333,10 @@ void shader_generate_glsl_declarations(
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}
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/* Declare loop register aL */
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if (reg_maps->loop)
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if (reg_maps->loop) {
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shader_addline(buffer, "int aL;\n");
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shader_addline(buffer, "int tmpInt;\n");
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}
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/* Temporary variables for matrix operations */
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shader_addline(buffer, "vec4 tmp0;\n");
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@ -1157,7 +1159,8 @@ void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
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/** Process the D3DSIO_LOOP instruction in GLSL:
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* Start a for() loop where src0.y is the initial value of aL,
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* increment aL by src0.z while (aL < src0.x).
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* increment aL by src0.z for a total of src0.x iterations.
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* Need to use a temporary variable for this operation.
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*/
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void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
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@ -1166,9 +1169,9 @@ void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
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char src0_mask[6];
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shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
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shader_addline(arg->buffer, "for (aL = %s.y; aL < %s.x; aL += %s.z) {\n",
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src0_reg, src0_reg, src0_reg);
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shader_addline(arg->buffer, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
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src0_reg, src0_reg, src0_reg);
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}
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/** Process the D3DSIO_ENDLOOP instruction in GLSL:
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