Commit af80b7af authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Implement SM5 swapc instruction.

parent c683372b
......@@ -4353,6 +4353,58 @@ static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
}
}
static void shader_glsl_swapc(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct wined3d_shader_dst_param dst[2];
struct glsl_src_param src[3];
unsigned int i, j, k;
char mask_char[6];
DWORD write_mask;
BOOL tmp_dst[2];
for (i = 0; i < ins->dst_count; ++i)
{
tmp_dst[i] = FALSE;
for (j = 0; j < ins->src_count; ++j)
{
if (ins->dst[i].reg.idx[0].offset == ins->src[j].reg.idx[0].offset
&& ins->dst[i].reg.type == ins->src[j].reg.type)
tmp_dst[i] = TRUE;
}
}
dst[0] = ins->dst[0];
dst[1] = ins->dst[1];
for (i = 0; i < 4; ++i)
{
for (j = 0; j < ARRAY_SIZE(dst); ++j)
{
dst[j].write_mask = ins->dst[j].write_mask & (WINED3DSP_WRITEMASK_0 << i);
if (tmp_dst[j] && (write_mask = shader_glsl_get_write_mask(&dst[j], mask_char)))
shader_addline(buffer, "tmp%u%s = (", j, mask_char);
else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst[j], dst[j].reg.data_type)))
continue;
for (k = 0; k < ARRAY_SIZE(src); ++k)
shader_glsl_add_src_param(ins, &ins->src[k], write_mask, &src[k]);
shader_addline(buffer, "%sbool(%s) ? %s : %s);\n", !j ? "!" : "",
src[0].param_str, src[1].param_str, src[2].param_str);
}
}
for (i = 0; i < ARRAY_SIZE(tmp_dst); ++i)
{
if (tmp_dst[i])
{
shader_glsl_get_write_mask(&ins->dst[i], mask_char);
shader_glsl_append_dst_ext(buffer, ins, &ins->dst[i], ins->dst[i].reg.data_type);
shader_addline(ins->ctx->buffer, "tmp%u%s);\n", i, mask_char);
}
}
}
static void shader_glsl_conditional_move(const struct wined3d_shader_instruction *ins)
{
const char *condition_prefix, *condition_suffix;
......@@ -10805,7 +10857,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured,
/* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav,
/* WINED3DSIH_SUB */ shader_glsl_binop,
/* WINED3DSIH_SWAPC */ NULL,
/* WINED3DSIH_SWAPC */ shader_glsl_swapc,
/* WINED3DSIH_SWITCH */ shader_glsl_switch,
/* WINED3DSIH_SYNC */ shader_glsl_sync,
/* WINED3DSIH_TEX */ shader_glsl_tex,
......
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