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wined3d: Fix the source swizzle for WINED3DSIH_EXP.
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@ -1780,7 +1780,7 @@ static void test_scalar_instructions(IDirect3DDevice8 *device)
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{
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{"rcp_test", rcp_test, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x80), FALSE},
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{"rsq_test", rsq_test, D3DCOLOR_ARGB(0x00, 0xb4, 0xb4, 0xb4), FALSE},
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{"exp_test", exp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40), TRUE},
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{"exp_test", exp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40), FALSE},
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{"expp_test", expp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40), TRUE},
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{"log_test", log_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), TRUE},
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{"logp_test", logp_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), TRUE},
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@ -2632,7 +2632,6 @@ static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
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case WINED3DSIH_MAX: instruction = "max"; break;
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case WINED3DSIH_ABS: instruction = "abs"; break;
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case WINED3DSIH_FRC: instruction = "fract"; break;
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case WINED3DSIH_EXP: instruction = "exp2"; break;
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case WINED3DSIH_DSX: instruction = "dFdx"; break;
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case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
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case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
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@ -2689,6 +2688,24 @@ static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
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}
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}
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static void shader_glsl_exp(const struct wined3d_shader_instruction *ins)
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{
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struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
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struct glsl_src_param src0_param;
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DWORD dst_write_mask;
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unsigned int dst_size;
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dst_write_mask = shader_glsl_append_dst(buffer, ins);
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dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src0_param);
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if (dst_size > 1)
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shader_addline(buffer, "vec%u(exp2(%s)));\n", dst_size, src0_param.param_str);
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else
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shader_addline(buffer, "exp2(%s));\n", src0_param.param_str);
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}
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/** Process the WINED3DSIO_EXPP instruction in GLSL:
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* For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
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* dst.x = 2^(floor(src))
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@ -6671,7 +6688,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_ENDLOOP */ shader_glsl_end,
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/* WINED3DSIH_ENDREP */ shader_glsl_end,
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/* WINED3DSIH_EQ */ shader_glsl_relop,
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/* WINED3DSIH_EXP */ shader_glsl_map2gl,
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/* WINED3DSIH_EXP */ shader_glsl_exp,
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/* WINED3DSIH_EXPP */ shader_glsl_expp,
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/* WINED3DSIH_FRC */ shader_glsl_map2gl,
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/* WINED3DSIH_FTOI */ shader_glsl_to_int,
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