[PATCH v3 3/3] wined3d: Do not zero 'w' with zero norm for 'nrm' opcode in GLSL backend.
Paul Gofman
gofmanp at gmail.com
Thu Jun 13 05:17:26 CDT 2019
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
v3:
- output 'w' component unchanged in case of zero norm.
dlls/wined3d/glsl_shader.c | 7 ++++++-
1 file changed, 6 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index f2fa18dba8..45272a05bc 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4268,7 +4268,12 @@ static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
src_param.param_str, src_param.param_str);
shader_glsl_append_dst(buffer, ins);
- if (mask_size > 1)
+ if (mask_size == 4)
+ {
+ shader_addline(buffer, "tmp0.x == 0.0 ? vec4(vec3(0.0), %s[3]) : (%s * inversesqrt(tmp0.x)));\n",
+ src_param.param_str, src_param.param_str);
+ }
+ else if (mask_size > 1)
{
shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
mask_size, src_param.param_str);
--
2.21.0
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