wined3d: Add a separate function for converting write masks to strings.

This commit is contained in:
Henri Verbeet 2009-04-09 09:58:28 +02:00 committed by Alexandre Julliard
parent 877e252681
commit d299f865f7
1 changed files with 18 additions and 12 deletions

View File

@ -1179,23 +1179,29 @@ static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_to
strcat(regstr, tmpStr);
}
static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
{
*str++ = '.';
if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
*str = '\0';
}
/* Get the GLSL write mask for the destination register */
static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
char *ptr = write_mask;
DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
if (shader_is_scalar(shader_get_regtype(param), param & WINED3DSP_REGNUM_MASK))
{
mask = WINED3DSP_WRITEMASK_0;
} else {
*ptr++ = '.';
if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
*write_mask = '\0';
}
else
{
shader_glsl_write_mask_to_str(mask, write_mask);
}
*ptr = '\0';
return mask;
}
@ -2462,7 +2468,7 @@ static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
if (shader_version < WINED3DPS_VERSION(1,4))
{
char coord_mask[6];
shader_glsl_get_write_mask(mask, coord_mask);
shader_glsl_write_mask_to_str(mask, coord_mask);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL,
"T%u%s", sampler_idx, coord_mask);
} else {
@ -2839,7 +2845,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
mask = sample_function.coord_mask;
shader_glsl_get_write_mask(mask, coord_mask);
shader_glsl_write_mask_to_str(mask, coord_mask);
/* with projective textures, texbem only divides the static texture coord, not the displacement,
* so we can't let the GL handle this.
@ -2854,7 +2860,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
case WINED3DTTFF_COUNT4:
case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
}
shader_glsl_get_write_mask(div_mask, coord_div_mask);
shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
shader_addline(ins->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
}