wined3d: Implement WINED3DSIH_BREAKP in the GLSL shader backend.
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@ -3120,6 +3120,14 @@ static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
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src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
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}
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static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins)
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{
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struct glsl_src_param src_param;
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
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shader_addline(ins->ctx->buffer, "if (bool(%s)) break;\n", src_param.param_str);
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}
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static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
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{
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shader_addline(ins->ctx->buffer, "}\n");
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@ -5131,7 +5139,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_BEM */ shader_glsl_bem,
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/* WINED3DSIH_BREAK */ shader_glsl_break,
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/* WINED3DSIH_BREAKC */ shader_glsl_breakc,
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/* WINED3DSIH_BREAKP */ NULL,
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/* WINED3DSIH_BREAKP */ shader_glsl_breakp,
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/* WINED3DSIH_CALL */ shader_glsl_call,
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/* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
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/* WINED3DSIH_CMP */ shader_glsl_cmp,
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