wined3d: Implement SM4 umul instruction.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-03-10 09:10:56 +01:00 committed by Alexandre Julliard
parent 5f4e49dea6
commit 2059beda57
1 changed files with 5 additions and 5 deletions

View File

@ -3595,15 +3595,15 @@ static void shader_glsl_unary_op(const struct wined3d_shader_instruction *ins)
shader_addline(ins->ctx->buffer, "%s%s);\n", op, src_param.param_str);
}
static void shader_glsl_imul(const struct wined3d_shader_instruction *ins)
static void shader_glsl_mul_extended(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
DWORD write_mask;
/* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
* not, we can emulate it. */
/* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
* If not, we can emulate it. */
if (ins->dst[0].reg.type != WINED3DSPR_NULL)
FIXME("64-bit integer multiplies not implemented.\n");
@ -9733,7 +9733,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic,
/* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic,
/* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic,
/* WINED3DSIH_IMUL */ shader_glsl_imul,
/* WINED3DSIH_IMUL */ shader_glsl_mul_extended,
/* WINED3DSIH_INE */ shader_glsl_relop,
/* WINED3DSIH_INEG */ shader_glsl_unary_op,
/* WINED3DSIH_ISHL */ shader_glsl_binop,
@ -9829,7 +9829,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_ULT */ shader_glsl_relop,
/* WINED3DSIH_UMAX */ shader_glsl_map2gl,
/* WINED3DSIH_UMIN */ shader_glsl_map2gl,
/* WINED3DSIH_UMUL */ NULL,
/* WINED3DSIH_UMUL */ shader_glsl_mul_extended,
/* WINED3DSIH_USHR */ shader_glsl_binop,
/* WINED3DSIH_UTOF */ shader_glsl_to_float,
/* WINED3DSIH_XOR */ shader_glsl_binop,