[PATCH 1/5] wined3d: Fix the source swizzle for WINED3DSIH_LOG and WINED3DSIH_LOGP.
Henri Verbeet
hverbeet at codeweavers.com
Thu Dec 12 03:23:29 CST 2013
---
dlls/d3d8/tests/visual.c | 22 ++++++++--------------
dlls/wined3d/glsl_shader.c | 2 +-
2 files changed, 9 insertions(+), 15 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index f7afd74..7b6c178 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -1774,16 +1774,15 @@ static void test_scalar_instructions(IDirect3DDevice8 *device)
const char *name;
const DWORD *byte_code;
D3DCOLOR color;
- BOOL todo;
}
test_data[] =
{
- {"rcp_test", rcp_test, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x80), FALSE},
- {"rsq_test", rsq_test, D3DCOLOR_ARGB(0x00, 0xb4, 0xb4, 0xb4), FALSE},
- {"exp_test", exp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40), FALSE},
- {"expp_test", expp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40), FALSE},
- {"log_test", log_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), TRUE},
- {"logp_test", logp_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), TRUE},
+ {"rcp_test", rcp_test, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x80)},
+ {"rsq_test", rsq_test, D3DCOLOR_ARGB(0x00, 0xb4, 0xb4, 0xb4)},
+ {"exp_test", exp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40)},
+ {"expp_test", expp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40)},
+ {"log_test", log_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)},
+ {"logp_test", logp_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)},
};
unsigned int i;
DWORD shader;
@@ -1808,13 +1807,8 @@ static void test_scalar_instructions(IDirect3DDevice8 *device)
ok(SUCCEEDED(hr), "%s: Failed to end scene, hr %#x.\n", test_data[i].name, hr);
color = getPixelColor(device, 320, 240);
- if (test_data[i].todo)
- todo_wine ok(color_match(color, test_data[i].color, 4),
- "%s: Got unexpected color 0x%08x, expected 0x%08x.\n",
- test_data[i].name, color, test_data[i].color);
- else
- ok(color_match(color, test_data[i].color, 4), "%s: Got unexpected color 0x%08x, expected 0x%08x.\n",
- test_data[i].name, color, test_data[i].color);
+ ok(color_match(color, test_data[i].color, 4), "%s: Got unexpected color 0x%08x, expected 0x%08x.\n",
+ test_data[i].name, color, test_data[i].color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "%s: Failed to present, hr %#x.\n", test_data[i].name, hr);
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index f778217..8fdbb68 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2601,7 +2601,7 @@ static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
dst_write_mask = shader_glsl_append_dst(buffer, ins);
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
- shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src0_param);
if (dst_size > 1)
{
--
1.7.10.4
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