H. Verbeet : wined3d: Rewrite shader_glsl_cnd() to properly take the write mask into account.

Alexandre Julliard julliard at wine.codeweavers.com
Tue Jan 16 10:07:36 CST 2007


Module: wine
Branch: master
Commit: 2c60906ec4b1e9011fafe87cab34beace7f90a57
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=2c60906ec4b1e9011fafe87cab34beace7f90a57

Author: H. Verbeet <hverbeet at gmail.com>
Date:   Mon Jan 15 19:32:54 2007 +0100

wined3d: Rewrite shader_glsl_cnd() to properly take the write mask into account.

Take the difference between ps 1.4 and earlier versions into account.

---

 dlls/wined3d/glsl_shader.c |   38 ++++++++++++++++++++++++++------------
 1 files changed, 26 insertions(+), 12 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 7995d61..86f61e4 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1192,20 +1192,34 @@ void shader_glsl_cmp(SHADER_OPCODE_ARG*
 }
 
 /** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */
+/* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
+ * the compare is done per component of src0. */
 void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
+    IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
+    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;
+    size_t mask_size;
 
-    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(%s < 0.5) ? %s : %s)%s;\n", 
-                   tmpLine, src0_str, src1_str, src2_str, dst_mask);
+    write_mask = shader_glsl_append_dst(arg->buffer, arg);
+
+    if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) {
+        mask_size = 1;
+        shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, src0_reg, src0_mask, src0_str);
+    } else {
+        mask_size = shader_glsl_get_write_mask_size(write_mask);
+        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);
+
+    if (mask_size > 1) {
+        shader_addline(arg->buffer, "mix(%s, %s, vec%d(lessThan(%s, vec%d(0.5)))));\n", src2_str, src1_str, mask_size, src0_str, mask_size);
+    } else {
+        shader_addline(arg->buffer, "%s < 0.5 ? %s : %s);\n", src0_str, src1_str, src2_str);
+    }
 }
 
 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */




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