wined3d: Implement WINED3DSIH_FTOI in the GLSL shader backend.
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@ -2543,6 +2543,23 @@ static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
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}
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}
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}
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}
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static void shader_glsl_to_int(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, "ivec%u(%s));\n", mask_size, src_param.param_str);
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else
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shader_addline(buffer, "int(%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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/** 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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static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
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{
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{
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@ -5277,7 +5294,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_EXP */ shader_glsl_map2gl,
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/* WINED3DSIH_EXP */ shader_glsl_map2gl,
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/* WINED3DSIH_EXPP */ shader_glsl_expp,
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/* WINED3DSIH_EXPP */ shader_glsl_expp,
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/* WINED3DSIH_FRC */ shader_glsl_map2gl,
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/* WINED3DSIH_FRC */ shader_glsl_map2gl,
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/* WINED3DSIH_FTOI */ NULL,
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/* WINED3DSIH_FTOI */ shader_glsl_to_int,
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/* WINED3DSIH_GE */ shader_glsl_relop,
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/* WINED3DSIH_GE */ shader_glsl_relop,
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/* WINED3DSIH_IADD */ shader_glsl_binop,
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/* WINED3DSIH_IADD */ shader_glsl_binop,
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/* WINED3DSIH_IEQ */ NULL,
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/* WINED3DSIH_IEQ */ NULL,
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