wined3d: Properly handle scalar destinations in shader_glsl_conditional_move().
In particular, we modify dst.write_mask in the code further down in order to mask out unused channels, but the writemask is ignored for scalar registers. Since all that code is redundant anyway for scalar destinations, we can just reuse the special case for scalar src0.
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@ -2878,7 +2878,7 @@ static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
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break;
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break;
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}
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}
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if (shader_is_scalar(&ins->src[0].reg))
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if (shader_is_scalar(&ins->dst[0].reg) || shader_is_scalar(&ins->src[0].reg))
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{
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{
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write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
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write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
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shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
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shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
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