[11/49] wined3d: Rewrite shader_glsl_mad() to properly take the
write mask into account
H. Verbeet
hverbeet at gmail.com
Mon Jan 15 12:31:37 CST 2007
Changelog:
- Rewrite shader_glsl_mad() to properly take the write mask into account
-------------- next part --------------
---
dlls/wined3d/glsl_shader.c | 22 +++++++++-------------
1 files changed, 9 insertions(+), 13 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 441b7f6..4a020da 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1163,20 +1163,16 @@ void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
/** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
+ char src0_str[100], src1_str[100], src2_str[100];
+ char src0_reg[50], src1_reg[50], src2_reg[50];
+ char src0_mask[6], src1_mask[6], src2_mask[6];
+ DWORD write_mask;
- char tmpLine[256];
- char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
- char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
- char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
-
- shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
- shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
- shader_glsl_add_src_param_old(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
- shader_glsl_add_src_param_old(arg, arg->src[2], arg->src_addr[2], src2_reg, src2_mask, src2_str);
- shader_glsl_add_dst_old(arg->dst, dst_reg, dst_mask, tmpLine);
-
- shader_addline(arg->buffer, "%s(vec4(%s) * vec4(%s)) + vec4(%s))%s;\n",
- tmpLine, src0_str, src1_str, src2_str, dst_mask);
+ write_mask = shader_glsl_append_dst(arg->buffer, arg);
+ shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, src0_reg, src0_mask, src0_str);
+ shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, src1_reg, src1_mask, src1_str);
+ shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, src2_reg, src2_mask, src2_str);
+ shader_addline(arg->buffer, "(%s * %s) + %s);\n", src0_str, src1_str, src2_str);
}
/** Handles transforming all WINED3DSIO_M?x? opcodes for
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