From e0588e747530331b00d42ecee83a9028c9b03eb1 Mon Sep 17 00:00:00 2001 From: "H. Verbeet" Date: Mon, 15 Jan 2007 19:32:33 +0100 Subject: [PATCH] wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_lit(). --- dlls/wined3d/glsl_shader.c | 27 ++++++++++++++++++--------- 1 file changed, 18 insertions(+), 9 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 6579e6d4f2c..7f66ba09a99 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1297,17 +1297,26 @@ void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) { * where src.w is clamped at +- 128 */ void shader_glsl_lit(SHADER_OPCODE_ARG* arg) { + char src0_str[100]; + char src0_reg[50]; + char src0_mask[6]; + char src1_str[100]; + char src1_reg[50]; + char src1_mask[6]; + char src3_str[100]; + char src3_reg[50]; + char src3_mask[6]; + char dst_mask[6]; - char dst_str[100], src0_str[100]; - char dst_reg[50], src0_reg[50]; - char dst_mask[6], src0_mask[6]; - - 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_append_dst(arg->buffer, arg); + shader_glsl_get_write_mask(arg->dst, dst_mask); - shader_addline(arg->buffer, - "%s = vec4(1.0, (%s.x > 0.0 ? %s.x : 0.0), (%s.x > 0.0 ? ((%s.y > 0.0) ? pow(%s.y, clamp(%s.w, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s;\n", - dst_str, src0_reg, src0_reg, src0_reg, src0_reg, src0_reg, src0_reg, dst_mask); + shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, src0_reg, src0_mask, src0_str); + shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, src1_reg, src1_mask, src1_str); + shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, src3_reg, src3_mask, src3_str); + + shader_addline(arg->buffer, "vec4(1.0, (%s > 0.0 ? %s : 0.0), (%s > 0.0 ? ((%s > 0.0) ? pow(%s, clamp(%s, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s);\n", + src0_str, src0_str, src0_str, src1_str, src1_str, src3_str, dst_mask); } /** Process the WINED3DSIO_DST instruction in GLSL: