[PATCH v3 3/3] wined3d: Do not zero 'w' with zero norm for 'nrm' opcode in GLSL backend.
Henri Verbeet
hverbeet at gmail.com
Thu Jun 13 08:42:12 CDT 2019
On Thu, 13 Jun 2019 at 14:48, Paul Gofman <gofmanp at gmail.com> wrote:
> @@ -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);
> --
This should work, but the following is perhaps more straightforward:
shader_addline(buffer, "tmp0.x == 0.0 ? %s : (%s *
inversesqrt(tmp0.x)));\n",
src_param.param_str, src_param.param_str);
I.e., simply dropping the mask_size dependency.
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