Henri Verbeet : wined3d: Implement WINED3DSIH_EQ in the GLSL shader backend .
Alexandre Julliard
julliard at winehq.org
Thu Oct 11 15:25:15 CDT 2012
Module: wine
Branch: master
Commit: 09f5f592292c7dbd4149eeab653eb9124ed3ba75
URL: http://source.winehq.org/git/wine.git/?a=commit;h=09f5f592292c7dbd4149eeab653eb9124ed3ba75
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Oct 10 22:22:17 2012 +0200
wined3d: Implement WINED3DSIH_EQ in the GLSL shader backend.
---
dlls/wined3d/glsl_shader.c | 46 +++++++++++++++++++++++++++++++++++++++++++-
1 files changed, 45 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 52298fa..47ace5d 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2218,6 +2218,50 @@ static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
}
+static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ struct glsl_src_param src0_param;
+ struct glsl_src_param src1_param;
+ unsigned int mask_size;
+ DWORD write_mask;
+ const char *op;
+
+ 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, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+
+ if (mask_size > 1)
+ {
+ switch (ins->handler_idx)
+ {
+ case WINED3DSIH_EQ: op = "equal"; break;
+ default:
+ op = "<unhandled operator>";
+ ERR("Unhandled opcode %#x.\n", ins->handler_idx);
+ break;
+ }
+
+ shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
+ mask_size, op, src0_param.param_str, src1_param.param_str);
+ }
+ else
+ {
+ switch (ins->handler_idx)
+ {
+ case WINED3DSIH_EQ: op = "=="; break;
+ default:
+ op = "<unhandled operator>";
+ ERR("Unhandled opcode %#x.\n", ins->handler_idx);
+ break;
+ }
+
+ shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
+ src0_param.param_str, op, src1_param.param_str);
+ }
+}
+
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
{
@@ -5223,7 +5267,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_ENDIF */ shader_glsl_end,
/* WINED3DSIH_ENDLOOP */ shader_glsl_end,
/* WINED3DSIH_ENDREP */ shader_glsl_end,
- /* WINED3DSIH_EQ */ NULL,
+ /* WINED3DSIH_EQ */ shader_glsl_relop,
/* WINED3DSIH_EXP */ shader_glsl_map2gl,
/* WINED3DSIH_EXPP */ shader_glsl_expp,
/* WINED3DSIH_FRC */ shader_glsl_map2gl,
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