wined3d: Implement eval_sample_index shader instruction.
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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@ -6175,6 +6175,22 @@ static void shader_glsl_sample_info(const struct wined3d_shader_instruction *ins
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shader_addline(buffer, ", 0, 0, 0)%s);\n", dst_swizzle);
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}
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static void shader_glsl_interpolate(const struct wined3d_shader_instruction *ins)
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{
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const struct wined3d_shader_src_param *input = &ins->src[0];
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struct wined3d_string_buffer *buffer = ins->ctx->buffer;
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struct glsl_src_param sample_param;
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char dst_swizzle[6];
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DWORD write_mask;
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write_mask = shader_glsl_append_dst(buffer, ins);
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shader_glsl_get_swizzle(input, FALSE, write_mask, dst_swizzle);
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shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &sample_param);
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shader_addline(buffer, "interpolateAtSample(shader_in.reg%u, %s)%s);\n",
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input->reg.idx[0].offset, sample_param.param_str, dst_swizzle);
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}
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static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
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{
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const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
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@ -11466,7 +11482,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_ENDREP */ shader_glsl_end,
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/* WINED3DSIH_ENDSWITCH */ shader_glsl_end,
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/* WINED3DSIH_EQ */ shader_glsl_relop,
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/* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL,
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/* WINED3DSIH_EVAL_SAMPLE_INDEX */ shader_glsl_interpolate,
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/* WINED3DSIH_EXP */ shader_glsl_scalar_op,
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/* WINED3DSIH_EXPP */ shader_glsl_expp,
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/* WINED3DSIH_F16TOF32 */ shader_glsl_float16,
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