Stefan Dösinger : wined3d: Add crs and pow instruction support.

Alexandre Julliard julliard at winehq.org
Thu Sep 27 09:27:26 CDT 2007


Module: wine
Branch: master
Commit: 09fa208d7a84537637e8b4b52b8d50680b2c13cd
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=09fa208d7a84537637e8b4b52b8d50680b2c13cd

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Wed Sep  5 16:27:10 2007 +0200

wined3d: Add crs and pow instruction support.

---

 dlls/wined3d/pixelshader.c  |    4 ++--
 dlls/wined3d/vertexshader.c |    4 ++--
 2 files changed, 4 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 24c025d..2d89bad 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -175,8 +175,8 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
     {WINED3DSIO_FRC,  "frc",  "FRC", 1, 2, pshader_hw_map2gl, shader_glsl_map2gl, 0, 0},
     {WINED3DSIO_CND,  "cnd",  NULL, 1, 4, pshader_hw_cnd, shader_glsl_cnd, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
     {WINED3DSIO_CMP,  "cmp",  NULL, 1, 4, pshader_hw_cmp, shader_glsl_cmp, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
-    {WINED3DSIO_POW,  "pow",  "POW", 1, 3, NULL, shader_glsl_pow, 0, 0},
-    {WINED3DSIO_CRS,  "crs",  "XPS", 1, 3, NULL, shader_glsl_cross, 0, 0},
+    {WINED3DSIO_POW,  "pow",  "POW", 1, 3, pshader_hw_map2gl, shader_glsl_pow, 0, 0},
+    {WINED3DSIO_CRS,  "crs",  "XPD", 1, 3, pshader_hw_map2gl, shader_glsl_cross, 0, 0},
     /* TODO: xyz normalise can be performed as VS_ARB using one temporary register,
         DP3 tmp , vec, vec;
         RSQ tmp, tmp.x;
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index b478b5c..3f8f5bf 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -108,8 +108,8 @@ CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
     {WINED3DSIO_DST,    "dst",  "DST", 1, 3, vshader_hw_map2gl,   shader_glsl_dst, 0, 0},
     {WINED3DSIO_LRP,    "lrp",  "LRP", 1, 4, NULL,                shader_glsl_lrp, 0, 0},
     {WINED3DSIO_FRC,    "frc",  "FRC", 1, 2, vshader_hw_map2gl,   shader_glsl_map2gl, 0, 0},
-    {WINED3DSIO_POW,    "pow",  "POW", 1, 3, NULL,                shader_glsl_pow, 0, 0},
-    {WINED3DSIO_CRS,    "crs",  "XPS", 1, 3, NULL,                shader_glsl_cross, 0, 0},
+    {WINED3DSIO_POW,    "pow",  "POW", 1, 3, vshader_hw_map2gl,   shader_glsl_pow, 0, 0},
+    {WINED3DSIO_CRS,    "crs",  "XPD", 1, 3, vshader_hw_map2gl,   shader_glsl_cross, 0, 0},
     /* TODO: sng can possibly be performed a  s
         RCP tmp, vec
         MUL out, tmp, vec*/




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