wined3d: Implement WINED3DSIH_EQ in the GLSL shader backend.
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4c4b224330
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09f5f59229
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@ -2218,6 +2218,50 @@ static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
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shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
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}
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static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
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{
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struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
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struct glsl_src_param src0_param;
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struct glsl_src_param src1_param;
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unsigned int mask_size;
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DWORD write_mask;
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const char *op;
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write_mask = shader_glsl_append_dst(buffer, ins);
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mask_size = shader_glsl_get_write_mask_size(write_mask);
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shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
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shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
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if (mask_size > 1)
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{
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switch (ins->handler_idx)
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{
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case WINED3DSIH_EQ: op = "equal"; break;
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default:
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op = "<unhandled operator>";
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ERR("Unhandled opcode %#x.\n", ins->handler_idx);
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break;
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}
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shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
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mask_size, op, src0_param.param_str, src1_param.param_str);
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}
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else
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{
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switch (ins->handler_idx)
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{
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case WINED3DSIH_EQ: op = "=="; break;
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default:
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op = "<unhandled operator>";
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ERR("Unhandled opcode %#x.\n", ins->handler_idx);
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break;
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}
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shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
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src0_param.param_str, op, src1_param.param_str);
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}
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}
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/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
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static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
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{
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@ -5223,7 +5267,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_ENDIF */ shader_glsl_end,
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/* WINED3DSIH_ENDLOOP */ shader_glsl_end,
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/* WINED3DSIH_ENDREP */ shader_glsl_end,
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/* WINED3DSIH_EQ */ NULL,
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/* WINED3DSIH_EQ */ shader_glsl_relop,
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/* WINED3DSIH_EXP */ shader_glsl_map2gl,
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/* WINED3DSIH_EXPP */ shader_glsl_expp,
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/* WINED3DSIH_FRC */ shader_glsl_map2gl,
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