[10/49] wined3d: Rewrite shader_glsl_arith() to properly take the
write mask into account
H. Verbeet
hverbeet at gmail.com
Mon Jan 15 12:31:31 CST 2007
Changelog:
- Rewrite shader_glsl_arith() to properly take the write mask into account
-------------- next part --------------
---
dlls/wined3d/glsl_shader.c | 31 ++++++++++++++-----------------
1 files changed, 14 insertions(+), 17 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 0afdb6c..441b7f6 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -925,32 +925,29 @@ static void shader_glsl_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const
/* Generate GLSL arithmetic functions (dst = src1 + src2) */
void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
-
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
- char tmpLine[256];
- char dst_reg[50], src0_reg[50], src1_reg[50];
- char dst_mask[6], src0_mask[6], src1_mask[6];
- char dst_str[100], src0_str[100], src1_str[100];
-
- shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
- shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_reg, src0_mask, src0_str);
- shader_glsl_add_src_param_old(arg, arg->src[1], arg->src_addr[1], src1_reg, src1_mask, src1_str);
- shader_glsl_add_dst_old(arg->dst, dst_reg, dst_mask, tmpLine);
- strcat(tmpLine, "vec4(");
- strcat(tmpLine, src0_str);
- strcat(tmpLine, ")");
+ char src0_reg[50], src1_reg[50];
+ char src0_mask[6], src1_mask[6];
+ char src0_str[100], src1_str[100];
+ DWORD write_mask;
+ char op;
/* Determine the GLSL operator to use based on the opcode */
switch (curOpcode->opcode) {
- case WINED3DSIO_MUL: strcat(tmpLine, " * "); break;
- case WINED3DSIO_ADD: strcat(tmpLine, " + "); break;
- case WINED3DSIO_SUB: strcat(tmpLine, " - "); break;
+ case WINED3DSIO_MUL: op = '*'; break;
+ case WINED3DSIO_ADD: op = '+'; break;
+ case WINED3DSIO_SUB: op = '-'; break;
default:
+ op = ' ';
FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
break;
}
- shader_addline(buffer, "%svec4(%s))%s;\n", tmpLine, src1_str, dst_mask);
+
+ write_mask = shader_glsl_append_dst(buffer, arg);
+ shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, src0_reg, src0_mask, src0_str);
+ shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, src1_reg, src1_mask, src1_str);
+ shader_addline(buffer, "%s %c %s);\n", src0_str, op, src1_str);
}
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
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