wined3d: Implement WINED3DSIH_FTOI in the GLSL shader backend.

This commit is contained in:
Henri Verbeet 2012-10-12 13:03:54 +02:00 committed by Alexandre Julliard
parent 2c0c413224
commit d48a0bc427
1 changed files with 18 additions and 1 deletions

View File

@ -2543,6 +2543,23 @@ static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
}
}
static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src_param;
unsigned int mask_size;
DWORD write_mask;
write_mask = shader_glsl_append_dst(buffer, ins);
mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
if (mask_size > 1)
shader_addline(buffer, "ivec%u(%s));\n", mask_size, src_param.param_str);
else
shader_addline(buffer, "int(%s));\n", src_param.param_str);
}
/** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
{
@ -5277,7 +5294,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_EXP */ shader_glsl_map2gl,
/* WINED3DSIH_EXPP */ shader_glsl_expp,
/* WINED3DSIH_FRC */ shader_glsl_map2gl,
/* WINED3DSIH_FTOI */ NULL,
/* WINED3DSIH_FTOI */ shader_glsl_to_int,
/* WINED3DSIH_GE */ shader_glsl_relop,
/* WINED3DSIH_IADD */ shader_glsl_binop,
/* WINED3DSIH_IEQ */ NULL,