wined3d: Implement WINED3DSIH_ITOF in the GLSL shader backend.
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@ -2560,6 +2560,23 @@ static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
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shader_addline(buffer, "int(%s));\n", src_param.param_str);
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}
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static void shader_glsl_to_float(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 src_param;
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unsigned int mask_size;
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DWORD write_mask;
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write_mask = shader_glsl_append_dst(buffer, ins);
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mask_size = shader_glsl_get_write_mask_size(write_mask);
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shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
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if (mask_size > 1)
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shader_addline(buffer, "vec%u(%s));\n", mask_size, src_param.param_str);
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else
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shader_addline(buffer, "float(%s));\n", src_param.param_str);
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}
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/** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
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static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
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{
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@ -5302,7 +5319,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_IFC */ shader_glsl_ifc,
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/* WINED3DSIH_IGE */ shader_glsl_relop,
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/* WINED3DSIH_IMUL */ NULL,
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/* WINED3DSIH_ITOF */ NULL,
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/* WINED3DSIH_ITOF */ shader_glsl_to_float,
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/* WINED3DSIH_LABEL */ shader_glsl_label,
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/* WINED3DSIH_LD */ NULL,
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/* WINED3DSIH_LIT */ shader_glsl_lit,
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