Henri Verbeet : wined3d: Implement WINED3DSIH_AND in the GLSL shader backend.
Alexandre Julliard
julliard at winehq.org
Mon Oct 8 13:39:55 CDT 2012
Module: wine
Branch: master
Commit: 09315227952f9e1ca56a2c8bd4bab24db37dcb12
URL: http://source.winehq.org/git/wine.git/?a=commit;h=09315227952f9e1ca56a2c8bd4bab24db37dcb12
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Thu Oct 4 23:42:18 2012 +0200
wined3d: Implement WINED3DSIH_AND in the GLSL shader backend.
---
dlls/wined3d/glsl_shader.c | 14 +++++++-------
1 files changed, 7 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index bc262ec..e2d2bb9 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2184,8 +2184,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
* Begin processing individual instruction opcodes
****************************************************************************/
-/* Generate GLSL arithmetic functions (dst = src1 + src2) */
-static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
+static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param;
@@ -2196,8 +2195,9 @@ static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
/* Determine the GLSL operator to use based on the opcode */
switch (ins->handler_idx)
{
- case WINED3DSIH_MUL: op = '*'; break;
case WINED3DSIH_ADD: op = '+'; break;
+ case WINED3DSIH_AND: op = '&'; break;
+ case WINED3DSIH_MUL: op = '*'; break;
case WINED3DSIH_SUB: op = '-'; break;
default:
op = ' ';
@@ -5126,8 +5126,8 @@ static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
{
/* WINED3DSIH_ABS */ shader_glsl_map2gl,
- /* WINED3DSIH_ADD */ shader_glsl_arith,
- /* WINED3DSIH_AND */ NULL,
+ /* WINED3DSIH_ADD */ shader_glsl_binop,
+ /* WINED3DSIH_AND */ shader_glsl_binop,
/* WINED3DSIH_BEM */ shader_glsl_bem,
/* WINED3DSIH_BREAK */ shader_glsl_break,
/* WINED3DSIH_BREAKC */ shader_glsl_breakc,
@@ -5190,7 +5190,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_MOV */ shader_glsl_mov,
/* WINED3DSIH_MOVA */ shader_glsl_mov,
/* WINED3DSIH_MOVC */ NULL,
- /* WINED3DSIH_MUL */ shader_glsl_arith,
+ /* WINED3DSIH_MUL */ shader_glsl_binop,
/* WINED3DSIH_NOP */ shader_glsl_nop,
/* WINED3DSIH_NRM */ shader_glsl_nrm,
/* WINED3DSIH_PHASE */ shader_glsl_nop,
@@ -5209,7 +5209,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_SINCOS */ shader_glsl_sincos,
/* WINED3DSIH_SLT */ shader_glsl_compare,
/* WINED3DSIH_SQRT */ NULL,
- /* WINED3DSIH_SUB */ shader_glsl_arith,
+ /* WINED3DSIH_SUB */ shader_glsl_binop,
/* WINED3DSIH_TEX */ shader_glsl_tex,
/* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
/* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
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