Lines Matching defs:write_mask

1648 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1651 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1652 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1653 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1654 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1659 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1661 DWORD mask = param->write_mask;
1666 *write_mask = '\0';
1673 *write_mask++ = '[';
1674 if (mask & WINED3DSP_WRITEMASK_0) *write_mask++ = '0';
1676 if (mask & WINED3DSP_WRITEMASK_1) *write_mask++ = '1';
1678 if (mask & WINED3DSP_WRITEMASK_2) *write_mask++ = '2';
1680 if (mask & WINED3DSP_WRITEMASK_3) *write_mask++ = '3';
1681 *write_mask++ = ']';
1682 *write_mask = '\0';
1686 shader_glsl_write_mask_to_str(mask, write_mask);
1692 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1695 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1696 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1697 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1698 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
2009 mask &= ins->dst[0].write_mask;
2023 dst.write_mask = mask;
2072 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2167 DWORD write_mask;
2182 write_mask = shader_glsl_append_dst(buffer, ins);
2183 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2184 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2197 DWORD dst_mask = ins->dst[0].write_mask;
2204 dst->write_mask = RT_BIT(i);
2209 dst->write_mask = dst_mask;
2226 DWORD write_mask;
2235 write_mask = shader_glsl_append_dst(buffer, ins);
2236 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2245 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2255 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2389 DWORD write_mask;
2408 write_mask = shader_glsl_append_dst(buffer, ins);
2414 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2418 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2431 DWORD write_mask;
2434 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2435 mask_size = shader_glsl_get_write_mask_size(write_mask);
2436 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2480 DWORD write_mask;
2483 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2484 mask_size = shader_glsl_get_write_mask_size(write_mask);
2498 DWORD write_mask;
2501 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2502 mask_size = shader_glsl_get_write_mask_size(write_mask);
2521 DWORD write_mask;
2524 write_mask = shader_glsl_append_dst(buffer, ins);
2525 mask_size = shader_glsl_get_write_mask_size(write_mask);
2546 DWORD write_mask;
2549 DWORD dst_mask = ins->dst[0].write_mask;
2556 write_mask = WINED3DSP_WRITEMASK_0 << i;
2557 dst.write_mask = dst_mask & write_mask;
2559 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2560 Assert(write_mask);
2562 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param1);
2563 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src_param2);
2577 DWORD write_mask;
2580 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2581 mask_size = shader_glsl_get_write_mask_size(write_mask);
2582 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2583 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2629 DWORD write_mask, cmp_channel = 0;
2636 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2639 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2640 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2645 DWORD dst_mask = ins->dst[0].write_mask;
2650 write_mask = 0;
2655 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2659 dst.write_mask = dst_mask & write_mask;
2672 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2673 if (!write_mask) continue;
2677 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2678 if (!write_mask) continue;
2682 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2683 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2707 DWORD write_mask, cmp_channel = 0;
2715 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2717 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2718 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2731 dst_mask = ins->dst[0].write_mask;
2734 write_mask = 0;
2739 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2744 dst.write_mask = dst_mask & write_mask;
2745 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2746 if (!write_mask) continue;
2749 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2750 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2763 DWORD write_mask;
2765 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2766 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2767 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2768 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2823 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2840 DWORD write_mask;
2842 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2844 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2845 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2846 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2936 DWORD write_mask;
2938 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2941 switch (write_mask) {
2967 DWORD write_mask;
2969 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2970 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3334 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3348 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3352 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3362 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3795 DWORD write_mask;
3798 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3799 mask_size = shader_glsl_get_write_mask_size(write_mask);
4164 DWORD write_mask;
4170 write_mask = output_signature[i].mask;
4171 shader_glsl_write_mask_to_str(write_mask, reg_mask);
4189 write_mask |= WINED3DSP_WRITEMASK_3;
4193 if (!(write_mask & WINED3DSP_WRITEMASK_3))