wined3d: Implement SM4 discard in the GLSL shader backend.
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@ -4704,21 +4704,28 @@ static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
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* If any of the first 3 components are < 0, discard this pixel */
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static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
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{
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if (ins->ctx->reg_maps->shader_version.major >= 4)
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{
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struct glsl_src_param src_param;
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
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shader_addline(ins->ctx->buffer, "if (bool(floatBitsToUint(%s))) discard;\n", src_param.param_str);
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}
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else
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{
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struct glsl_dst_param dst_param;
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/* The argument is a destination parameter, and no writemasks are allowed */
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shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
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/* 2.0 shaders compare all 4 components in texkill. */
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if (ins->ctx->reg_maps->shader_version.major >= 2)
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{
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if (ins->ctx->reg_maps->shader_version.major >= 4)
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FIXME("SM4 discard not implemented.\n");
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/* 2.0 shaders compare all 4 components in texkill */
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shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
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} else {
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/* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
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* instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
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* 4 components are defined, only the first 3 are used
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*/
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/* 1.x shaders only compare the first 3 components, probably due to
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* the nature of the texkill instruction as a tex* instruction, and
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* phase, which kills all .w components. Even if all 4 components are
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* defined, only the first 3 are used. */
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else
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shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
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}
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}
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