From cb5c47f8fe2be14b0809f5f76778ad47b8ad05ae Mon Sep 17 00:00:00 2001 From: "H. Verbeet" Date: Mon, 15 Jan 2007 19:32:27 +0100 Subject: [PATCH] wined3d: Rewrite shader_glsl_mov() to properly take the write mask into account. In case of writing to an address register round the source. --- dlls/wined3d/glsl_shader.c | 33 ++++++++++++++++++++++++--------- 1 file changed, 24 insertions(+), 9 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 60f74c08d13..6579e6d4f2c 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -963,17 +963,32 @@ void shader_glsl_arith(SHADER_OPCODE_ARG* arg) { /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */ void shader_glsl_mov(SHADER_OPCODE_ARG* arg) { - + IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; SHADER_BUFFER* buffer = arg->buffer; - char tmpLine[256]; - char dst_str[100], src0_str[100]; - char dst_reg[50], src0_reg[50]; - char dst_mask[6], src0_mask[6]; + char src0_str[100]; + char src0_reg[50]; + char src0_mask[6]; + DWORD write_mask; - shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str); - shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str); - shader_glsl_add_dst_old(arg->dst, dst_reg, dst_mask, tmpLine); - shader_addline(buffer, "%s%s)%s;\n", tmpLine, src0_str, dst_mask); + write_mask = shader_glsl_append_dst(buffer, arg); + shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, src0_reg, src0_mask, src0_str); + + /* In vs_1_1 WINED3DSIO_MOV can write to the adress register. In later + * shader versions WINED3DSIO_MOVA is used for this. */ + if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 && + !shader_is_pshader_version(shader->baseShader.hex_version) && + shader_get_regtype(arg->dst) == WINED3DSPR_ADDR) || + arg->opcode->opcode == WINED3DSIO_MOVA) { + /* We need to *round* to the nearest int here. */ + size_t mask_size = shader_glsl_get_write_mask_size(write_mask); + if (mask_size > 1) { + shader_addline(buffer, "ivec%d(floor(%s + vec%d(0.5))));\n", mask_size, src0_str, mask_size); + } else { + shader_addline(buffer, "int(floor(%s + 0.5)));\n", src0_str); + } + } else { + shader_addline(buffer, "%s);\n", src0_str); + } } /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */