wined3d: Simplify replicating the .x swizzle in shader_hw_mov().
Henri Verbeet
hverbeet at codeweavers.com
Fri Apr 17 02:46:57 CDT 2009
It becomes even simpler once the swizzle shift and token field are eliminated.
---
dlls/wined3d/arb_program_shader.c | 14 +++-----------
1 files changed, 3 insertions(+), 11 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 4be1a1f..65ad8b2 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -1076,17 +1076,9 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
{
/* Apple's ARB_vertex_program implementation does not accept an ARL source argument
* with more than one component. Thus replicate the first source argument over all
- * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
- */
- DWORD parm = ins->src[0].token & ~(WINED3DVS_SWIZZLE_MASK);
- if ((ins->src[0].token & WINED3DVS_X_W) == WINED3DVS_X_W)
- parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
- else if ((ins->src[0].token & WINED3DVS_X_Z) == WINED3DVS_X_Z)
- parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
- else if ((ins->src[0].token & WINED3DVS_X_Y) == WINED3DVS_X_Y)
- parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
- else if ((ins->src[0].token & WINED3DVS_X_X) == WINED3DVS_X_X)
- parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
+ * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
+ DWORD parm = ins->src[0].token & ~(WINED3DSP_SWIZZLE_MASK);
+ parm |= ((ins->src[0].token >> WINED3DSP_SWIZZLE_SHIFT) & 0x3) * (0x55 << WINED3DSP_SWIZZLE_SHIFT);
shader_arb_add_src_param(ins, parm, src0_param);
shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
}
--
1.6.0.6
--------------030907030304060602090805--
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