wined3d: Implement WINED3DSIH_IMUL in the GLSL shader backend.
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@ -2268,6 +2268,29 @@ static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
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}
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}
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static void shader_glsl_imul(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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DWORD write_mask;
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/* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
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* not, we can emulate it. */
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if (ins->dst[0].reg.type != WINED3DSPR_NULL)
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FIXME("64-bit integer multiplies not implemented.\n");
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if (ins->dst[1].reg.type != WINED3DSPR_NULL)
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{
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write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
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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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shader_addline(ins->ctx->buffer, "%s * %s);\n",
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src0_param.param_str, 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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@ -5318,7 +5341,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_IF */ shader_glsl_if,
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/* WINED3DSIH_IFC */ shader_glsl_ifc,
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/* WINED3DSIH_IGE */ shader_glsl_relop,
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/* WINED3DSIH_IMUL */ NULL,
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/* WINED3DSIH_IMUL */ shader_glsl_imul,
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/* WINED3DSIH_ITOF */ shader_glsl_to_float,
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/* WINED3DSIH_LABEL */ shader_glsl_label,
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/* WINED3DSIH_LD */ NULL,
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