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.
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@ -767,10 +767,10 @@ void shader_dump_ins_modifiers(const DWORD output) {
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* float constant, and stores it's usage on the regmaps. */
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void shader_hw_def(SHADER_OPCODE_ARG* arg) {
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DWORD reg = arg->dst;
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DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
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shader_addline(arg->buffer,
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"PARAM C%lu = { %f, %f, %f, %f };\n", reg & 0xFF,
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"PARAM C%lu = { %f, %f, %f, %f };\n", reg,
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*((const float *)(arg->src + 0)),
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*((const float *)(arg->src + 1)),
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*((const float *)(arg->src + 2)),
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@ -690,7 +690,7 @@ void shader_glsl_def(SHADER_OPCODE_ARG* arg) {
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DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
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shader_addline(arg->buffer,
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"const vec4 C%lu = { %f, %f, %f, %f };\n", reg & 0xFF,
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"const vec4 C%lu = { %f, %f, %f, %f };\n", reg,
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*((const float *)(arg->src + 0)),
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*((const float *)(arg->src + 1)),
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*((const float *)(arg->src + 2)),
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