Commit 122af07a authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Implement SGN in ARB.

parent 8e45e48b
...@@ -1038,6 +1038,7 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins) ...@@ -1038,6 +1038,7 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
case WINED3DSIH_SLT: instruction = "SLT"; break; case WINED3DSIH_SLT: instruction = "SLT"; break;
case WINED3DSIH_SUB: instruction = "SUB"; break; case WINED3DSIH_SUB: instruction = "SUB"; break;
case WINED3DSIH_MOVA:instruction = "ARR"; break; case WINED3DSIH_MOVA:instruction = "ARR"; break;
case WINED3DSIH_SGN: instruction = "SSG"; break;
default: instruction = ""; default: instruction = "";
FIXME("Unhandled opcode %#x\n", ins->handler_idx); FIXME("Unhandled opcode %#x\n", ins->handler_idx);
break; break;
...@@ -1726,6 +1727,34 @@ static void shader_hw_sincos(const struct wined3d_shader_instruction *ins) ...@@ -1726,6 +1727,34 @@ static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
} }
/* GL locking is done by the caller */ /* GL locking is done by the caller */
static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->ctx->buffer;
char dst_name[50];
char src_name[50];
struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
/* SGN is only valid in vertex shaders */
if(ctx->target_version == NV2) {
shader_hw_map2gl(ins);
return;
}
shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
FIXME("Emulated SGN untested\n");
/* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
* if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
*/
if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
} else {
shader_addline(buffer, "SLT TB, -%s, %s;\n", src_name, src_name);
shader_addline(buffer, "SLT TC, %s, -%s;\n", src_name, src_name);
shader_addline(buffer, "ADD %s, TB, -TC;\n", dst_name);
}
}
static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info) static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
{ {
GLuint program_id = 0; GLuint program_id = 0;
...@@ -2363,7 +2392,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL ...@@ -2363,7 +2392,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
/* WINED3DSIH_RSQ */ shader_hw_rsq_rcp, /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
/* WINED3DSIH_SETP */ NULL, /* WINED3DSIH_SETP */ NULL,
/* WINED3DSIH_SGE */ shader_hw_map2gl, /* WINED3DSIH_SGE */ shader_hw_map2gl,
/* WINED3DSIH_SGN */ NULL, /* WINED3DSIH_SGN */ shader_hw_sgn,
/* WINED3DSIH_SINCOS */ shader_hw_sincos, /* WINED3DSIH_SINCOS */ shader_hw_sincos,
/* WINED3DSIH_SLT */ shader_hw_map2gl, /* WINED3DSIH_SLT */ shader_hw_map2gl,
/* WINED3DSIH_SUB */ shader_hw_map2gl, /* WINED3DSIH_SUB */ shader_hw_map2gl,
......
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