H. Verbeet : wined3d: Pass the correct mask to
shader_glsl_add_src_param() in pshader_glsl_texreg2gb().
Alexandre Julliard
julliard at wine.codeweavers.com
Tue Jan 16 10:07:38 CST 2007
Module: wine
Branch: master
Commit: 54137bacfa302353d5bf310268468a7351d1401e
URL: http://source.winehq.org/git/wine.git/?a=commit;h=54137bacfa302353d5bf310268468a7351d1401e
Author: H. Verbeet <hverbeet at gmail.com>
Date: Mon Jan 15 19:33:32 2007 +0100
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texreg2gb().
---
dlls/wined3d/glsl_shader.c | 20 +++++++++-----------
1 files changed, 9 insertions(+), 11 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 461c153..71bb15e 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1815,19 +1815,17 @@ void pshader_glsl_texreg2ar(SHADER_OPCOD
/** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
* Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
+ char src0_str[100];
+ char src0_reg[50];
+ char src0_mask[6];
+ DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
+ char dst_mask[6];
- char tmpLine[255];
- char dst_str[100], src0_str[100];
- char dst_reg[50], src0_reg[50];
- char dst_mask[6], src0_mask[6];
- DWORD src0_regnum = arg->src[0] & WINED3DSP_REGNUM_MASK;
-
- 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_append_dst(arg->buffer, arg);
+ shader_glsl_get_write_mask(arg->dst, dst_mask);
+ shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, src0_reg, src0_mask, src0_str);
- shader_glsl_add_dst_old(arg->dst, dst_reg, dst_mask, tmpLine);
- shader_addline(arg->buffer, "%stexture2D(Psampler%u, %s.yz))%s;\n",
- tmpLine, src0_regnum, dst_reg, dst_mask);
+ shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_reg, dst_mask);
}
/** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
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