H. Verbeet : wined3d: Pass the correct mask to
shader_glsl_add_src_param() in pshader_glsl_texm3x3tex().
Alexandre Julliard
julliard at wine.codeweavers.com
Tue Jan 16 10:07:45 CST 2007
Module: wine
Branch: master
Commit: b26fae9a259c0e99e0151f64b029c76a83ae604e
URL: http://source.winehq.org/git/wine.git/?a=commit;h=b26fae9a259c0e99e0151f64b029c76a83ae604e
Author: H. Verbeet <hverbeet at gmail.com>
Date: Mon Jan 15 19:35:22 2007 +0100
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3tex().
Use shader_glsl_get_sample_function().
---
dlls/wined3d/glsl_shader.c | 17 ++++++++++++-----
1 files changed, 12 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 1bb55a0..c02b0e6 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1673,20 +1673,27 @@ void pshader_glsl_texm3x2tex(SHADER_OPCO
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
- char dst_str[8];
+ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
char src0_str[100];
char src0_name[50];
char src0_mask[6];
+ char dst_mask[6];
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
+ DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
+ glsl_sample_function_t sample_function;
- shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
- shader_addline(arg->buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
+ 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, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_str);
+
+ shader_glsl_append_dst(arg->buffer, arg);
+ shader_glsl_get_write_mask(arg->dst, dst_mask);
+ shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
/* Sample the texture using the calculated coordinates */
- sprintf(dst_str, "T%u", reg);
- shader_glsl_sample(arg, reg, dst_str, "tmp0");
+ shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
+
current_state->current_row = 0;
}
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