wined3d: Implement WINED3DSIH_UDIV in the GLSL shader backend.
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@ -2305,6 +2305,50 @@ static void shader_glsl_imul(const struct wined3d_shader_instruction *ins)
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}
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}
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static void shader_glsl_udiv(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, src1_param;
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DWORD write_mask;
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if (ins->dst[0].reg.type != WINED3DSPR_NULL)
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{
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if (ins->dst[1].reg.type != WINED3DSPR_NULL)
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{
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char dst_mask[6];
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write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
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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(buffer, "tmp0%s = %s / %s;\n",
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dst_mask, src0_param.param_str, src1_param.param_str);
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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(buffer, "%s %% %s));\n", src0_param.param_str, src1_param.param_str);
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shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
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shader_addline(buffer, "tmp0%s);\n", dst_mask);
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}
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else
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{
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write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
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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(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
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}
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}
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else 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(buffer, "%s %% %s);\n", 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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@ -5421,7 +5465,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
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/* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
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/* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
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/* WINED3DSIH_UDIV */ NULL,
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/* WINED3DSIH_UDIV */ shader_glsl_udiv,
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/* WINED3DSIH_USHR */ NULL,
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/* WINED3DSIH_UTOF */ shader_glsl_to_float,
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/* WINED3DSIH_XOR */ shader_glsl_binop,
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