wined3d: Rewrite shader_glsl_dot() to properly take the write mask into account.
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@ -978,29 +978,32 @@ void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
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/* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
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void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
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CONST SHADER_OPCODE* curOpcode = arg->opcode;
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SHADER_BUFFER* buffer = arg->buffer;
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char tmpDest[100];
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char dst_str[100], src0_str[100], src1_str[100];
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char dst_reg[50], src0_reg[50], src1_reg[50];
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char dst_mask[6], src0_mask[6], src1_mask[6];
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char cast[6];
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char src0_str[100], src1_str[100];
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char src0_reg[50], src1_reg[50];
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char src0_mask[6], src1_mask[6];
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DWORD dst_write_mask, src_write_mask;
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size_t dst_size = 0;
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shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
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shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
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shader_glsl_add_src_param_old(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
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dst_write_mask = shader_glsl_append_dst(buffer, arg);
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dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
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shader_glsl_add_dst_old(arg->dst, dst_reg, dst_mask, tmpDest);
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/* Need to cast the src vectors to vec3 for dp3, and vec4 for dp4 */
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if (curOpcode->opcode == WINED3DSIO_DP4)
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strcpy(cast, "vec4(");
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else
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strcpy(cast, "vec3(");
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shader_addline(buffer, "%sdot(%s%s), %s%s)))%s;\n",
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tmpDest, cast, src0_str, cast, src1_str, dst_mask);
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/* dp3 works on vec3, dp4 on vec4 */
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if (curOpcode->opcode == WINED3DSIO_DP4) {
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src_write_mask = WINED3DSP_WRITEMASK_ALL;
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} else {
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src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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}
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, src0_reg, src0_mask, src0_str);
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shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, src1_reg, src1_mask, src1_str);
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if (dst_size > 1) {
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shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_str, src1_str);
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} else {
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shader_addline(buffer, "dot(%s, %s));\n", src0_str, src1_str);
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}
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}
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/* Note that this instruction has some restrictions. The destination write mask
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