Stefan Dösinger : wined3d: EXP and EXPP are scalar operations.
Alexandre Julliard
julliard at winehq.org
Wed Jul 15 09:46:03 CDT 2009
Module: wine
Branch: master
Commit: 387d337a7035a19f7019e1220164fdbf48f92379
URL: http://source.winehq.org/git/wine.git/?a=commit;h=387d337a7035a19f7019e1220164fdbf48f92379
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Tue Jul 14 23:20:13 2009 +0200
wined3d: EXP and EXPP are scalar operations.
---
dlls/wined3d/arb_program_shader.c | 18 +++++++++---------
1 files changed, 9 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 6f7a1f0..0c3ffa1 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -1555,8 +1555,6 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
case WINED3DSIH_DP3: instruction = "DP3"; break;
case WINED3DSIH_DP4: instruction = "DP4"; break;
case WINED3DSIH_DST: instruction = "DST"; break;
- case WINED3DSIH_EXP: instruction = "EX2"; break;
- case WINED3DSIH_EXPP: instruction = "EXP"; break;
case WINED3DSIH_FRC: instruction = "FRC"; break;
case WINED3DSIH_LIT: instruction = "LIT"; break;
case WINED3DSIH_LRP: instruction = "LRP"; break;
@@ -2255,7 +2253,7 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
}
}
-static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
+static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
const char *instruction;
@@ -2265,8 +2263,10 @@ static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
switch(ins->handler_idx)
{
- case WINED3DSIH_RSQ: instruction = "RSQ"; break;
- case WINED3DSIH_RCP: instruction = "RCP"; break;
+ case WINED3DSIH_RSQ: instruction = "RSQ"; break;
+ case WINED3DSIH_RCP: instruction = "RCP"; break;
+ case WINED3DSIH_EXP: instruction = "EX2"; break;
+ case WINED3DSIH_EXPP: instruction = "EXP"; break;
default: instruction = "";
FIXME("Unhandled opcode %#x\n", ins->handler_idx);
break;
@@ -4580,8 +4580,8 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
/* WINED3DSIH_ENDIF */ shader_hw_endif,
/* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
/* WINED3DSIH_ENDREP */ shader_hw_endrep,
- /* WINED3DSIH_EXP */ shader_hw_map2gl,
- /* WINED3DSIH_EXPP */ shader_hw_map2gl,
+ /* WINED3DSIH_EXP */ shader_hw_scalar_op,
+ /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
/* WINED3DSIH_FRC */ shader_hw_map2gl,
/* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
/* WINED3DSIH_IFC */ shader_hw_ifc,
@@ -4606,10 +4606,10 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
/* WINED3DSIH_NRM */ shader_hw_nrm,
/* WINED3DSIH_PHASE */ NULL,
/* WINED3DSIH_POW */ shader_hw_log_pow,
- /* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
+ /* WINED3DSIH_RCP */ shader_hw_scalar_op,
/* WINED3DSIH_REP */ shader_hw_rep,
/* WINED3DSIH_RET */ shader_hw_ret,
- /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
+ /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
/* WINED3DSIH_SETP */ NULL,
/* WINED3DSIH_SGE */ shader_hw_map2gl,
/* WINED3DSIH_SGN */ shader_hw_sgn,
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