wined3d: Make the ARB index offset work with emulated MOVA.

This commit is contained in:
Stefan Dösinger 2009-06-19 05:25:48 +02:00 committed by Alexandre Julliard
parent 77820d5ea5
commit e1c6b73e2d
1 changed files with 4 additions and 0 deletions

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@ -1520,6 +1520,10 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
{
shader_addline(buffer, "ADD TA%s, TA, helper_const.z;\n", write_mask);
}
shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';