[PATCH v4 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 08:57:01 CDT 2019


Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
v3:
    - output 'w' component unchanged in case of zero norm.
v4:
    - simplify output expression.

 dlls/wined3d/glsl_shader.c | 12 ++----------
 1 file changed, 2 insertions(+), 10 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index f2fa18dba8..f7757bf4a9 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4268,16 +4268,8 @@ 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)
-    {
-        shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
-                mask_size, src_param.param_str);
-    }
-    else
-    {
-        shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
-                src_param.param_str);
-    }
+    shader_addline(buffer, "tmp0.x == 0.0 ? %s : (%s * inversesqrt(tmp0.x)));\n",
+            src_param.param_str, src_param.param_str);
 }
 
 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction *ins)
-- 
2.21.0




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