wined3d: Implement SGN in ARB.
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8e45e48b0c
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122af07a30
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@ -1038,6 +1038,7 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
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case WINED3DSIH_SLT: instruction = "SLT"; break;
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case WINED3DSIH_SUB: instruction = "SUB"; break;
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case WINED3DSIH_MOVA:instruction = "ARR"; break;
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case WINED3DSIH_SGN: instruction = "SSG"; break;
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default: instruction = "";
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FIXME("Unhandled opcode %#x\n", ins->handler_idx);
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break;
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@ -1726,6 +1727,34 @@ static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
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}
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/* GL locking is done by the caller */
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static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
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{
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SHADER_BUFFER *buffer = ins->ctx->buffer;
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char dst_name[50];
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char src_name[50];
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struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
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/* SGN is only valid in vertex shaders */
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if(ctx->target_version == NV2) {
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shader_hw_map2gl(ins);
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return;
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}
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shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
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shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
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FIXME("Emulated SGN untested\n");
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/* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
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* if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
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*/
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if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
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shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
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} else {
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shader_addline(buffer, "SLT TB, -%s, %s;\n", src_name, src_name);
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shader_addline(buffer, "SLT TC, %s, -%s;\n", src_name, src_name);
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shader_addline(buffer, "ADD %s, TB, -TC;\n", dst_name);
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}
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}
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static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
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{
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GLuint program_id = 0;
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@ -2363,7 +2392,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
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/* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
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/* WINED3DSIH_SETP */ NULL,
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/* WINED3DSIH_SGE */ shader_hw_map2gl,
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/* WINED3DSIH_SGN */ NULL,
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/* WINED3DSIH_SGN */ shader_hw_sgn,
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/* WINED3DSIH_SINCOS */ shader_hw_sincos,
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/* WINED3DSIH_SLT */ shader_hw_map2gl,
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/* WINED3DSIH_SUB */ shader_hw_map2gl,
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