wined3d: Get rid of separate function for SM5 derivative instructions.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3528,7 +3528,11 @@ static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
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{
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case WINED3DSIH_ABS: instruction = "abs"; break;
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case WINED3DSIH_DSX: instruction = "dFdx"; break;
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case WINED3DSIH_DSX_COARSE: instruction = "dFdxCoarse"; break;
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case WINED3DSIH_DSX_FINE: instruction = "dFdxFine"; break;
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case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
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case WINED3DSIH_DSY_COARSE: instruction = "ycorrection.y * dFdyCoarse"; break;
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case WINED3DSIH_DSY_FINE: instruction = "ycorrection.y * dFdyFine"; break;
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case WINED3DSIH_FRC: instruction = "fract"; break;
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case WINED3DSIH_IMAX: instruction = "max"; break;
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case WINED3DSIH_IMIN: instruction = "min"; break;
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@ -3542,7 +3546,7 @@ static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
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case WINED3DSIH_UMAX: instruction = "max"; break;
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case WINED3DSIH_UMIN: instruction = "min"; break;
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default: instruction = "";
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FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
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ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
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break;
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}
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@ -3564,27 +3568,6 @@ static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
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shader_addline(buffer, "));\n");
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}
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static void shader_glsl_derivative(const struct wined3d_shader_instruction *ins)
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{
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struct wined3d_string_buffer *buffer = ins->ctx->buffer;
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struct glsl_src_param src_param;
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const char *instruction;
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DWORD write_mask;
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switch (ins->handler_idx)
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{
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case WINED3DSIH_DSX_COARSE: instruction = "dFdxCoarse"; break;
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case WINED3DSIH_DSX_FINE: instruction = "dFdxFine"; break;
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case WINED3DSIH_DSY_COARSE: instruction = "ycorrection.y * dFdyCoarse"; break;
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case WINED3DSIH_DSY_FINE: instruction = "ycorrection.y * dFdyFine"; break;
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default: ERR("Unhandled opcode %#x.\n", ins->handler_idx); return;
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}
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write_mask = shader_glsl_append_dst(buffer, ins);
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shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
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shader_addline(buffer, "%s(%s));\n", instruction, src_param.param_str);
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}
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static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
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static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
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@ -8721,11 +8704,11 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_DP4 */ shader_glsl_dot,
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/* WINED3DSIH_DST */ shader_glsl_dst,
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/* WINED3DSIH_DSX */ shader_glsl_map2gl,
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/* WINED3DSIH_DSX_COARSE */ shader_glsl_derivative,
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/* WINED3DSIH_DSX_FINE */ shader_glsl_derivative,
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/* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl,
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/* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl,
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/* WINED3DSIH_DSY */ shader_glsl_map2gl,
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/* WINED3DSIH_DSY_COARSE */ shader_glsl_derivative,
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/* WINED3DSIH_DSY_FINE */ shader_glsl_derivative,
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/* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl,
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/* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl,
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/* WINED3DSIH_ELSE */ shader_glsl_else,
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/* WINED3DSIH_EMIT */ shader_glsl_emit,
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/* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit,
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