wined3d: Select the component by editing the swizzle.

This commit is contained in:
Stefan Dösinger 2014-03-27 11:46:10 +01:00 committed by Alexandre Julliard
parent 2a55f8d663
commit f20173e51b
1 changed files with 12 additions and 9 deletions

View File

@ -1792,6 +1792,11 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
{
return ((swizzle >> 2 * component) & 0x3) * 0x55;
}
static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader *shader = ins->ctx->shader;
@ -1862,7 +1867,7 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
* with more than one component. Thus replicate the first source argument over all
* 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
struct wined3d_shader_src_param tmp_src = ins->src[0];
tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
}
@ -2496,6 +2501,7 @@ static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
const char *instruction;
struct wined3d_shader_src_param src0_copy = ins->src[0];
char dst[50];
char src[50];
@ -2511,15 +2517,12 @@ static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
break;
}
/* Dx sdk says .x is used if no swizzle is given, but our test shows that
* .w is used. */
src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
shader_arb_get_src_param(ins, &ins->src[0], 0, src);
if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
{
/* Dx sdk says .x is used if no swizzle is given, but our test shows that
* .w is used
*/
strcat(src, ".w");
}
shader_arb_get_src_param(ins, &src0_copy, 0, src);
shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
}