H. Verbeet : wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texdp3().

Alexandre Julliard julliard at wine.codeweavers.com
Tue Jan 16 10:07:42 CST 2007


Module: wine
Branch: master
Commit: 1947b27380a182f7ec370939243d4649fc7ab91f
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=1947b27380a182f7ec370939243d4649fc7ab91f

Author: H. Verbeet <hverbeet at gmail.com>
Date:   Mon Jan 15 19:34:25 2007 +0100

wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texdp3().

---

 dlls/wined3d/glsl_shader.c |   22 ++++++++++++++--------
 1 files changed, 14 insertions(+), 8 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 789d846..fea6892 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1571,17 +1571,23 @@ void pshader_glsl_texdp3tex(SHADER_OPCOD
 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
 void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
-
+    char src0_str[100];
+    char src0_name[50];
+    char src0_mask[6];
     DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
-    char src0_str[100], dst_str[100];
-    char src0_name[50], dst_name[50];
-    char src0_mask[6],  dst_mask[6];
+    DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+    DWORD dst_mask;
+    size_t mask_size;
 
-    shader_glsl_add_dst_param(arg, arg->dst, 0, dst_name, dst_mask, dst_str);
-    shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
+    dst_mask = shader_glsl_append_dst(arg->buffer, arg);
+    mask_size = shader_glsl_get_write_mask_size(dst_mask);
+    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, src0_name, src0_mask, src0_str);
 
-    shader_addline(arg->buffer, "%s = vec4(dot(vec3(T%u), vec3(%s)))%s;\n",
-            dst_str, dstreg, src0_str, dst_mask);
+    if (mask_size > 1) {
+        shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_str);
+    } else {
+        shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_str);
+    }
 }
 
 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:




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