[PATCH 4/5] wined3d: Properly handle scalar destinations in shader_glsl_conditional_move().

Henri Verbeet hverbeet at codeweavers.com
Mon Nov 26 15:52:40 CST 2012


In particular, we modify dst.write_mask in the code further down in order to
mask out unused channels, but the writemask is ignored for scalar registers.
Since all that code is redundant anyway for scalar destinations, we can just
reuse the special case for scalar src0.
---
 dlls/wined3d/glsl_shader.c |    2 +-
 1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index a5df3c3..85c8437 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2878,7 +2878,7 @@ static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
             break;
     }
 
-    if (shader_is_scalar(&ins->src[0].reg))
+    if (shader_is_scalar(&ins->dst[0].reg) || shader_is_scalar(&ins->src[0].reg))
     {
         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
-- 
1.7.8.6




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