[PATCH v3 1/3] wined3d: Use 3 component norm for 'nrm' opcode in GLSL backend.
Paul Gofman
gofmanp at gmail.com
Thu Jun 13 05:17:24 CDT 2019
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=8848
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
v2: no changes
v3:
- Split off w component handling for zero norm in a separate patch.
dlls/wined3d/glsl_shader.c | 8 ++++++--
1 file changed, 6 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index c934528981..f2fa18dba8 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4260,8 +4260,12 @@ static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
- shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
- src_param.param_str, src_param.param_str);
+ if (mask_size > 3)
+ shader_addline(buffer, "tmp0.x = dot(vec3(%s), vec3(%s));\n",
+ src_param.param_str, src_param.param_str);
+ else
+ shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
+ src_param.param_str, src_param.param_str);
shader_glsl_append_dst(buffer, ins);
if (mask_size > 1)
--
2.21.0
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