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wine
wine-winehq
Commits
09f5f592
Commit
09f5f592
authored
Oct 10, 2012
by
Henri Verbeet
Committed by
Alexandre Julliard
Oct 11, 2012
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wined3d: Implement WINED3DSIH_EQ in the GLSL shader backend.
parent
4c4b2243
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1 changed file
with
45 additions
and
1 deletion
+45
-1
glsl_shader.c
dlls/wined3d/glsl_shader.c
+45
-1
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dlls/wined3d/glsl_shader.c
View file @
09f5f592
...
...
@@ -2218,6 +2218,50 @@ static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
shader_addline
(
buffer
,
"%s %c %s);
\n
"
,
src0_param
.
param_str
,
op
,
src1_param
.
param_str
);
}
static
void
shader_glsl_relop
(
const
struct
wined3d_shader_instruction
*
ins
)
{
struct
wined3d_shader_buffer
*
buffer
=
ins
->
ctx
->
buffer
;
struct
glsl_src_param
src0_param
;
struct
glsl_src_param
src1_param
;
unsigned
int
mask_size
;
DWORD
write_mask
;
const
char
*
op
;
write_mask
=
shader_glsl_append_dst
(
buffer
,
ins
);
mask_size
=
shader_glsl_get_write_mask_size
(
write_mask
);
shader_glsl_add_src_param
(
ins
,
&
ins
->
src
[
0
],
write_mask
,
&
src0_param
);
shader_glsl_add_src_param
(
ins
,
&
ins
->
src
[
1
],
write_mask
,
&
src1_param
);
if
(
mask_size
>
1
)
{
switch
(
ins
->
handler_idx
)
{
case
WINED3DSIH_EQ
:
op
=
"equal"
;
break
;
default:
op
=
"<unhandled operator>"
;
ERR
(
"Unhandled opcode %#x.
\n
"
,
ins
->
handler_idx
);
break
;
}
shader_addline
(
buffer
,
"uvec%u(%s(%s, %s)) * 0xffffffffu);
\n
"
,
mask_size
,
op
,
src0_param
.
param_str
,
src1_param
.
param_str
);
}
else
{
switch
(
ins
->
handler_idx
)
{
case
WINED3DSIH_EQ
:
op
=
"=="
;
break
;
default:
op
=
"<unhandled operator>"
;
ERR
(
"Unhandled opcode %#x.
\n
"
,
ins
->
handler_idx
);
break
;
}
shader_addline
(
buffer
,
"%s %s %s ? 0xffffffffu : 0u);
\n
"
,
src0_param
.
param_str
,
op
,
src1_param
.
param_str
);
}
}
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
static
void
shader_glsl_mov
(
const
struct
wined3d_shader_instruction
*
ins
)
{
...
...
@@ -5223,7 +5267,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_ENDIF */
shader_glsl_end
,
/* WINED3DSIH_ENDLOOP */
shader_glsl_end
,
/* WINED3DSIH_ENDREP */
shader_glsl_end
,
/* WINED3DSIH_EQ */
NULL
,
/* WINED3DSIH_EQ */
shader_glsl_relop
,
/* WINED3DSIH_EXP */
shader_glsl_map2gl
,
/* WINED3DSIH_EXPP */
shader_glsl_expp
,
/* WINED3DSIH_FRC */
shader_glsl_map2gl
,
...
...
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