Lines Matching refs:write_mask

1713 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1716 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1717 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1718 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1719 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1724 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1726 DWORD mask = param->write_mask;
1731 *write_mask = '\0';
1735 shader_glsl_write_mask_to_str(mask, write_mask);
1741 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1744 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1745 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1746 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1747 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
2272 shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
2285 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2344 DWORD write_mask;
2364 write_mask = shader_glsl_append_dst(buffer, ins);
2365 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2366 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2376 DWORD write_mask;
2379 write_mask = shader_glsl_append_dst(buffer, ins);
2380 mask_size = shader_glsl_get_write_mask_size(write_mask);
2381 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2382 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2425 DWORD write_mask;
2434 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
2435 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2436 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2447 DWORD write_mask;
2456 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2457 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2458 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2462 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
2463 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2464 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2472 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
2473 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2474 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2480 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
2481 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2482 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2493 DWORD write_mask;
2495 write_mask = shader_glsl_append_dst(buffer, ins);
2496 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2505 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2515 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2653 DWORD write_mask;
2673 write_mask = shader_glsl_append_dst(buffer, ins);
2679 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2683 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2698 DWORD write_mask;
2701 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2702 mask_size = shader_glsl_get_write_mask_size(write_mask);
2703 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2749 DWORD write_mask;
2752 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2753 mask_size = shader_glsl_get_write_mask_size(write_mask);
2768 DWORD write_mask;
2770 write_mask = shader_glsl_append_dst(buffer, ins);
2771 mask_size = shader_glsl_get_write_mask_size(write_mask);
2772 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2785 DWORD write_mask;
2787 write_mask = shader_glsl_append_dst(buffer, ins);
2788 mask_size = shader_glsl_get_write_mask_size(write_mask);
2789 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2801 DWORD write_mask;
2804 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2805 mask_size = shader_glsl_get_write_mask_size(write_mask);
2824 DWORD write_mask;
2827 write_mask = shader_glsl_append_dst(buffer, ins);
2828 mask_size = shader_glsl_get_write_mask_size(write_mask);
2849 DWORD write_mask;
2852 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2853 mask_size = shader_glsl_get_write_mask_size(write_mask);
2854 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2855 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2906 DWORD write_mask;
2934 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2935 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2936 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2937 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2961 write_mask = 0;
2967 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2971 dst.write_mask = ins->dst[0].write_mask & write_mask;
2975 if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
2979 else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst)))
2983 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2984 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3007 DWORD write_mask;
3013 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3015 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3016 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3018 if (ins->coissue && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
3035 DWORD write_mask;
3037 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3038 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3039 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3040 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3095 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
3112 DWORD write_mask;
3114 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3116 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3117 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3118 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3216 DWORD write_mask;
3222 write_mask = shader_glsl_append_dst(buffer, ins);
3223 switch (write_mask)
3253 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3254 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3257 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
3258 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3266 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
3267 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3273 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
3274 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3286 DWORD write_mask;
3288 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3289 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3688 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3704 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3708 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3721 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
4145 DWORD write_mask;
4148 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4149 mask_size = shader_glsl_get_write_mask_size(write_mask);
4401 DWORD write_mask;
4407 write_mask = output_signature[i].mask;
4408 shader_glsl_write_mask_to_str(write_mask, reg_mask);
4429 write_mask |= WINED3DSP_WRITEMASK_3;
4433 if (!(write_mask & WINED3DSP_WRITEMASK_3))