wined3d: Implement dsx & dsy shader instructions.
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@ -1061,6 +1061,8 @@ void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
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case WINED3DSIO_LOG: instruction = "log2"; break;
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case WINED3DSIO_EXP: instruction = "exp2"; break;
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case WINED3DSIO_SGN: instruction = "sign"; break;
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case WINED3DSIO_DSX: instruction = "dFdx"; break;
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case WINED3DSIO_DSY: instruction = "dFdy"; break;
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default: instruction = "";
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FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
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break;
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@ -252,8 +252,8 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
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{WINED3DSIO_TEXM3x3, "texm3x3", GLNAME_REQUIRE_GLSL, 1, 2, NULL, pshader_glsl_texm3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
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{WINED3DSIO_TEXDEPTH, "texdepth", GLNAME_REQUIRE_GLSL, 1, 1, NULL, pshader_glsl_texdepth, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
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{WINED3DSIO_BEM, "bem", "undefined", 1, 3, pshader_hw_bem, pshader_glsl_bem, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
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{WINED3DSIO_DSX, "dsx", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
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{WINED3DSIO_DSY, "dsy", GLNAME_REQUIRE_GLSL, 1, 2, NULL, NULL, 0, 0},
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{WINED3DSIO_DSX, "dsx", NULL, 1, 2, NULL, shader_glsl_map2gl, WINED3DPS_VERSION(2,1), -1},
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{WINED3DSIO_DSY, "dsy", NULL, 1, 2, NULL, shader_glsl_map2gl, WINED3DPS_VERSION(2,1), -1},
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{WINED3DSIO_TEXLDD, "texldd", GLNAME_REQUIRE_GLSL, 1, 5, NULL, NULL, WINED3DPS_VERSION(2,1), -1},
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{WINED3DSIO_SETP, "setp", GLNAME_REQUIRE_GLSL, 1, 3, NULL, NULL, 0, 0},
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{WINED3DSIO_TEXLDL, "texldl", NULL, 1, 3, NULL, shader_glsl_texldl, WINED3DPS_VERSION(3,0), -1},
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