wined3d: Just handle all instructions in the shader backend.
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@ -1786,11 +1786,7 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
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shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
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}
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static void shader_hw_nop(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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shader_addline(buffer, "NOP;\n");
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}
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static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
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static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
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{
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@ -5102,10 +5098,10 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
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/* WINED3DSIH_CND */ pshader_hw_cnd,
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/* WINED3DSIH_CRS */ shader_hw_map2gl,
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/* WINED3DSIH_CUT */ NULL,
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/* WINED3DSIH_DCL */ NULL,
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/* WINED3DSIH_DEF */ NULL,
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/* WINED3DSIH_DEFB */ NULL,
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/* WINED3DSIH_DEFI */ NULL,
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/* WINED3DSIH_DCL */ shader_hw_nop,
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/* WINED3DSIH_DEF */ shader_hw_nop,
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/* WINED3DSIH_DEFB */ shader_hw_nop,
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/* WINED3DSIH_DEFI */ shader_hw_nop,
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/* WINED3DSIH_DIV */ NULL,
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/* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
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/* WINED3DSIH_DP3 */ shader_hw_map2gl,
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@ -5153,7 +5149,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
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/* WINED3DSIH_MUL */ shader_hw_map2gl,
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/* WINED3DSIH_NOP */ shader_hw_nop,
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/* WINED3DSIH_NRM */ shader_hw_nrm,
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/* WINED3DSIH_PHASE */ NULL,
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/* WINED3DSIH_PHASE */ shader_hw_nop,
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/* WINED3DSIH_POW */ shader_hw_pow,
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/* WINED3DSIH_RCP */ shader_hw_rcp,
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/* WINED3DSIH_REP */ shader_hw_rep,
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@ -2301,6 +2301,8 @@ 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_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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{
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struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
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@ -5028,10 +5030,10 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_CND */ shader_glsl_cnd,
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/* WINED3DSIH_CRS */ shader_glsl_cross,
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/* WINED3DSIH_CUT */ NULL,
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/* WINED3DSIH_DCL */ NULL,
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/* WINED3DSIH_DEF */ NULL,
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/* WINED3DSIH_DEFB */ NULL,
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/* WINED3DSIH_DEFI */ NULL,
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/* WINED3DSIH_DCL */ shader_glsl_nop,
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/* WINED3DSIH_DEF */ shader_glsl_nop,
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/* WINED3DSIH_DEFB */ shader_glsl_nop,
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/* WINED3DSIH_DEFI */ shader_glsl_nop,
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/* WINED3DSIH_DIV */ NULL,
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/* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
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/* WINED3DSIH_DP3 */ shader_glsl_dot,
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@ -5077,9 +5079,9 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_MOVA */ shader_glsl_mov,
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/* WINED3DSIH_MOVC */ NULL,
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/* WINED3DSIH_MUL */ shader_glsl_arith,
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/* WINED3DSIH_NOP */ NULL,
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/* WINED3DSIH_NOP */ shader_glsl_nop,
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/* WINED3DSIH_NRM */ shader_glsl_nrm,
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/* WINED3DSIH_PHASE */ NULL,
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/* WINED3DSIH_PHASE */ shader_glsl_nop,
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/* WINED3DSIH_POW */ shader_glsl_pow,
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/* WINED3DSIH_RCP */ shader_glsl_rcp,
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/* WINED3DSIH_REP */ shader_glsl_rep,
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@ -1206,15 +1206,6 @@ void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_sh
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continue;
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}
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/* Nothing to do. */
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if (ins.handler_idx == WINED3DSIH_DCL
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|| ins.handler_idx == WINED3DSIH_NOP
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|| ins.handler_idx == WINED3DSIH_DEF
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|| ins.handler_idx == WINED3DSIH_DEFI
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|| ins.handler_idx == WINED3DSIH_DEFB
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|| ins.handler_idx == WINED3DSIH_PHASE)
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continue;
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if (ins.predicate)
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FIXME("Predicates not implemented.\n");
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