wined3d: Implement WINED3DSIH_CUT in the GLSL shader backend.
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@ -2202,6 +2202,11 @@ static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
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shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
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}
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static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
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{
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shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
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}
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/* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
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* Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
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* GLSL uses the value as-is. */
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@ -5029,7 +5034,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_CMP */ shader_glsl_cmp,
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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_CUT */ shader_glsl_cut,
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/* WINED3DSIH_DCL */ shader_glsl_nop,
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/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
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/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
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