H. Verbeet : wined3d: Simplify shader_glsl_get_swizzle().
Alexandre Julliard
julliard at wine.codeweavers.com
Tue Jan 16 10:07:52 CST 2007
Module: wine
Branch: master
Commit: c6bccc927885c926d229aef2d8857f4159475efc
URL: http://source.winehq.org/git/wine.git/?a=commit;h=c6bccc927885c926d229aef2d8857f4159475efc
Author: H. Verbeet <hverbeet at gmail.com>
Date: Mon Jan 15 19:36:46 2007 +0100
wined3d: Simplify shader_glsl_get_swizzle().
---
dlls/wined3d/glsl_shader.c | 17 ++++++-----------
1 files changed, 6 insertions(+), 11 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 4a77431..f0fe216 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -734,21 +734,16 @@ static void shader_glsl_get_swizzle(cons
/* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
* but addressed as "rgba". To fix this we need to swap the register's x
* and z components. */
+ DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
char *ptr = swizzle_str;
- /* swizzle bits fields: wwzzyyxx */
- DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
- DWORD swizzle_x = swizzle & 0x03;
- DWORD swizzle_y = (swizzle >> 2) & 0x03;
- DWORD swizzle_z = (swizzle >> 4) & 0x03;
- DWORD swizzle_w = (swizzle >> 6) & 0x03;
-
*ptr++ = '.';
- if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle_x];
- if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[swizzle_y];
- if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[swizzle_z];
- if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[swizzle_w];
+ /* swizzle bits fields: wwzzyyxx */
+ if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
+ if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
+ if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
+ if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
*ptr = '\0';
}
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