diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 84d44d99a90..db9c7027450 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1253,15 +1253,15 @@ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *i * Also, return the actual register name and swizzle in case the * caller needs this information as well. */ static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins, - const DWORD param, const DWORD addr_token, glsl_dst_param_t *dst_param) + const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst) { BOOL is_color = FALSE; - dst_param->mask_str[0] = '\0'; - dst_param->reg_name[0] = '\0'; + glsl_dst->mask_str[0] = '\0'; + glsl_dst->reg_name[0] = '\0'; - shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, ins); - return shader_glsl_get_write_mask(param, dst_param->mask_str); + shader_glsl_get_register_name(wined3d_dst->token, wined3d_dst->addr_token, glsl_dst->reg_name, &is_color, ins); + return shader_glsl_get_write_mask(wined3d_dst->token, glsl_dst->mask_str); } /* Append the destination part of the instruction to the buffer, return the effective write mask */ @@ -1272,7 +1272,7 @@ static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, DWORD mask; int shift; - mask = shader_glsl_add_dst_param(ins, dst->token, dst->addr_token, &glsl_dst); + mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst); if (mask) { shift = (dst->token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; @@ -1299,7 +1299,7 @@ void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instructi mask = ins->dst[0].token & WINED3DSP_DSTMOD_MASK; if (!mask) return; - shader_glsl_add_dst_param(ins, ins->dst[0].token, 0, &dst_param); + shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); if (mask & WINED3DSPDM_SATURATE) { @@ -2624,7 +2624,7 @@ static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins) { glsl_dst_param_t dst_param; - shader_glsl_add_dst_param(ins, ins->dst[0].token, 0, &dst_param); + shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0. * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but @@ -2863,7 +2863,7 @@ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins) glsl_dst_param_t dst_param; shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param); - shader_glsl_add_dst_param(ins, ins->dst[0].token, ins->dst[0].addr_token, &dst_param); + shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); shader_addline(ins->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n", dst_param.reg_name, dst_param.mask_str, @@ -2942,7 +2942,7 @@ static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins) glsl_dst_param_t dst_param; /* The argument is a destination parameter, and no writemasks are allowed */ - shader_glsl_add_dst_param(ins, ins->dst[0].token, 0, &dst_param); + shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); if ((ins->reg_maps->shader_version >= WINED3DPS_VERSION(2,0))) { /* 2.0 shaders compare all 4 components in texkill */