wined3d: Use shader_glsl_get_write_mask_size() to calculate the write mask size.
Henri Verbeet
hverbeet at codeweavers.com
Mon Mar 9 08:31:28 CDT 2009
---
dlls/wined3d/glsl_shader.c | 9 +++++++--
dlls/wined3d/wined3d_private.h | 1 -
2 files changed, 7 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 6d82a6a..88c78d2 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2492,6 +2492,7 @@ static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
+ UINT mask_size;
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
@@ -2501,8 +2502,10 @@ static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
* It is a dependent read - not valid with conditional NP2 textures
*/
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
+ mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
- switch(count_bits(sample_function.coord_mask)) {
+ switch(mask_size)
+ {
case 1:
sprintf(coord_param, "dot(gl_TexCoord[%u].xyz, %s)",
sampler_idx, src0_param.param_str);
@@ -2517,8 +2520,10 @@ static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
sprintf(coord_param, "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)",
sampler_idx, src0_param.param_str);
break;
+
default:
- FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
+ FIXME("Unexpected mask size %u\n", mask_size);
+ break;
}
shader_glsl_gen_sample_code(arg, sampler_idx, coord_param,
&sample_function, WINED3DVS_NOSWIZZLE,
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 846a15a..add283a 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2099,7 +2099,6 @@ BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize
/* Math utils */
void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
-unsigned int count_bits(unsigned int mask);
UINT wined3d_log2i(UINT32 x);
/* TODO: Make this dynamic, based on shader limits ? */
--
1.6.0.6
--------------060203000407030808050800--
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