diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index e2d679302a1..d0382bb1e0d 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -1311,9 +1311,8 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader; const struct wined3d_shader_dst_param *dst = &ins->dst[0]; - DWORD src = ins->src[0].reg.idx; SHADER_BUFFER *buffer = ins->ctx->buffer; - char reg_coord[40], dst_reg[50]; + char reg_coord[40], dst_reg[50], src_reg[50]; DWORD reg_dest_code; /* All versions have a destination register. The Tx where the texture coordinates come @@ -1321,15 +1320,16 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins) */ reg_dest_code = dst->reg.idx; shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg); + shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg); sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code); /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register */ shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code); - shader_addline(buffer, "DP3 TA.x, TB, T%u;\n", src); + shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg); shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code); - shader_addline(buffer, "DP3 TA.y, TB, T%u;\n", src); + shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg); /* with projective textures, texbem only divides the static texture coord, not the displacement, * so we can't let the GL handle this. @@ -1347,8 +1347,9 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins) if (ins->handler_idx == WINED3DSIH_TEXBEML) { - shader_addline(buffer, "MAD TA, T%u.z, luminance%d.x, luminance%d.y;\n", - src, reg_dest_code, reg_dest_code); + /* No src swizzles are allowed, so this is ok */ + shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n", + src_reg, reg_dest_code, reg_dest_code); shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg); } }