Lines Matching defs:write_mask

1617 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1620 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1621 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1622 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1623 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1628 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1630 DWORD mask = param->write_mask;
1635 *write_mask = '\0';
1639 shader_glsl_write_mask_to_str(mask, write_mask);
1645 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1648 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1649 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1650 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1651 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1962 mask &= ins->dst[0].write_mask;
1976 dst.write_mask = mask;
2025 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2120 DWORD write_mask;
2135 write_mask = shader_glsl_append_dst(buffer, ins);
2136 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2137 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2147 DWORD write_mask;
2149 write_mask = shader_glsl_append_dst(buffer, ins);
2150 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2159 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2169 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2297 DWORD write_mask;
2316 write_mask = shader_glsl_append_dst(buffer, ins);
2322 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2326 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2339 DWORD write_mask;
2342 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2343 mask_size = shader_glsl_get_write_mask_size(write_mask);
2344 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2388 DWORD write_mask;
2391 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2392 mask_size = shader_glsl_get_write_mask_size(write_mask);
2406 DWORD write_mask;
2409 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2410 mask_size = shader_glsl_get_write_mask_size(write_mask);
2429 DWORD write_mask;
2432 write_mask = shader_glsl_append_dst(buffer, ins);
2433 mask_size = shader_glsl_get_write_mask_size(write_mask);
2454 DWORD write_mask;
2457 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2458 mask_size = shader_glsl_get_write_mask_size(write_mask);
2459 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2460 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2506 DWORD write_mask, cmp_channel = 0;
2513 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2516 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2517 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2522 DWORD dst_mask = ins->dst[0].write_mask;
2527 write_mask = 0;
2532 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2536 dst.write_mask = dst_mask & write_mask;
2549 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2550 if (!write_mask) continue;
2554 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2555 if (!write_mask) continue;
2559 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2560 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2584 DWORD write_mask, cmp_channel = 0;
2592 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2594 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2595 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2608 dst_mask = ins->dst[0].write_mask;
2611 write_mask = 0;
2616 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2621 dst.write_mask = dst_mask & write_mask;
2622 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2623 if (!write_mask) continue;
2626 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2627 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2640 DWORD write_mask;
2642 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2643 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2644 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2645 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2700 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2717 DWORD write_mask;
2719 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2721 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2722 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2723 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2813 DWORD write_mask;
2815 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2818 switch (write_mask) {
2844 DWORD write_mask;
2846 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2847 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3211 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3225 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3229 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3239 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3672 DWORD write_mask;
3675 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3676 mask_size = shader_glsl_get_write_mask_size(write_mask);
4041 DWORD write_mask;
4047 write_mask = output_signature[i].mask;
4048 shader_glsl_write_mask_to_str(write_mask, reg_mask);
4066 write_mask |= WINED3DSP_WRITEMASK_3;
4070 if (!(write_mask & WINED3DSP_WRITEMASK_3))