wined3d: Implement WINED3DSIH_IGE in the GLSL shader backend.
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@ -2238,6 +2238,7 @@ static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
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{
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{
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case WINED3DSIH_EQ: op = "equal"; break;
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case WINED3DSIH_EQ: op = "equal"; break;
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case WINED3DSIH_GE: op = "greaterThanEqual"; break;
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case WINED3DSIH_GE: op = "greaterThanEqual"; break;
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case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
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default:
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default:
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op = "<unhandled operator>";
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op = "<unhandled operator>";
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ERR("Unhandled opcode %#x.\n", ins->handler_idx);
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ERR("Unhandled opcode %#x.\n", ins->handler_idx);
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@ -2253,6 +2254,7 @@ static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
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{
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{
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case WINED3DSIH_EQ: op = "=="; break;
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case WINED3DSIH_EQ: op = "=="; break;
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case WINED3DSIH_GE: op = ">="; break;
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case WINED3DSIH_GE: op = ">="; break;
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case WINED3DSIH_IGE: op = ">="; break;
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default:
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default:
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op = "<unhandled operator>";
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op = "<unhandled operator>";
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ERR("Unhandled opcode %#x.\n", ins->handler_idx);
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ERR("Unhandled opcode %#x.\n", ins->handler_idx);
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@ -5279,7 +5281,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_IEQ */ NULL,
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/* WINED3DSIH_IEQ */ NULL,
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/* WINED3DSIH_IF */ shader_glsl_if,
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/* WINED3DSIH_IF */ shader_glsl_if,
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/* WINED3DSIH_IFC */ shader_glsl_ifc,
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/* WINED3DSIH_IFC */ shader_glsl_ifc,
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/* WINED3DSIH_IGE */ NULL,
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/* WINED3DSIH_IGE */ shader_glsl_relop,
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/* WINED3DSIH_IMUL */ NULL,
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/* WINED3DSIH_IMUL */ NULL,
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/* WINED3DSIH_ITOF */ NULL,
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/* WINED3DSIH_ITOF */ NULL,
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/* WINED3DSIH_LABEL */ shader_glsl_label,
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/* WINED3DSIH_LABEL */ shader_glsl_label,
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