Henri Verbeet : wined3d: Implement WINED3DSIH_GE in the GLSL shader backend .

Alexandre Julliard julliard at winehq.org
Thu Oct 11 15:25:15 CDT 2012


Module: wine
Branch: master
Commit: 819e5fa623f309b59ce32d9eff208c74cbccf6fd
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=819e5fa623f309b59ce32d9eff208c74cbccf6fd

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Wed Oct 10 22:22:18 2012 +0200

wined3d: Implement WINED3DSIH_GE in the GLSL shader backend.

---

 dlls/wined3d/glsl_shader.c |    4 +++-
 1 files changed, 3 insertions(+), 1 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 47ace5d..c95506a 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2237,6 +2237,7 @@ static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
         switch (ins->handler_idx)
         {
             case WINED3DSIH_EQ:  op = "equal"; break;
+            case WINED3DSIH_GE:  op = "greaterThanEqual"; break;
             default:
                 op = "<unhandled operator>";
                 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
@@ -2251,6 +2252,7 @@ static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
         switch (ins->handler_idx)
         {
             case WINED3DSIH_EQ:  op = "=="; break;
+            case WINED3DSIH_GE:  op = ">="; break;
             default:
                 op = "<unhandled operator>";
                 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
@@ -5272,7 +5274,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
     /* WINED3DSIH_EXPP                  */ shader_glsl_expp,
     /* WINED3DSIH_FRC                   */ shader_glsl_map2gl,
     /* WINED3DSIH_FTOI                  */ NULL,
-    /* WINED3DSIH_GE                    */ NULL,
+    /* WINED3DSIH_GE                    */ shader_glsl_relop,
     /* WINED3DSIH_IADD                  */ shader_glsl_binop,
     /* WINED3DSIH_IEQ                   */ NULL,
     /* WINED3DSIH_IF                    */ shader_glsl_if,




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