wined3d: Fix regression from register maps switch for ARB shaders.

I missed a register mask in the move to share the shader_hw_def()
function between pixel and vertex shaders for ARB shaders.  Fixed
that, and made the GLSL version use the same mask for consistency.
This commit is contained in:
Jason Green 2006-06-09 18:28:00 -04:00 committed by Alexandre Julliard
parent a09c941677
commit e8c97e9421
2 changed files with 3 additions and 3 deletions

View File

@ -767,10 +767,10 @@ void shader_dump_ins_modifiers(const DWORD output) {
* float constant, and stores it's usage on the regmaps. */
void shader_hw_def(SHADER_OPCODE_ARG* arg) {
DWORD reg = arg->dst;
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
shader_addline(arg->buffer,
"PARAM C%lu = { %f, %f, %f, %f };\n", reg & 0xFF,
"PARAM C%lu = { %f, %f, %f, %f };\n", reg,
*((const float *)(arg->src + 0)),
*((const float *)(arg->src + 1)),
*((const float *)(arg->src + 2)),

View File

@ -690,7 +690,7 @@ void shader_glsl_def(SHADER_OPCODE_ARG* arg) {
DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
shader_addline(arg->buffer,
"const vec4 C%lu = { %f, %f, %f, %f };\n", reg & 0xFF,
"const vec4 C%lu = { %f, %f, %f, %f };\n", reg,
*((const float *)(arg->src + 0)),
*((const float *)(arg->src + 1)),
*((const float *)(arg->src + 2)),