Henri Verbeet : wined3d: Implement WINED3DSIH_UDIV in the GLSL shader backend.
Alexandre Julliard
julliard at winehq.org
Thu Oct 18 14:33:12 CDT 2012
Module: wine
Branch: master
Commit: 5ca5409b8165e6d8a0914bce969d5044e51ed8de
URL: http://source.winehq.org/git/wine.git/?a=commit;h=5ca5409b8165e6d8a0914bce969d5044e51ed8de
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Oct 17 23:08:01 2012 +0200
wined3d: Implement WINED3DSIH_UDIV 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 b8218ae..7269212 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2305,6 +2305,50 @@ static void shader_glsl_imul(const struct wined3d_shader_instruction *ins)
}
}
+static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ struct glsl_src_param src0_param, src1_param;
+ DWORD write_mask;
+
+ if (ins->dst[0].reg.type != WINED3DSPR_NULL)
+ {
+
+ if (ins->dst[1].reg.type != WINED3DSPR_NULL)
+ {
+ char dst_mask[6];
+
+ write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_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);
+ shader_addline(buffer, "tmp0%s = %s / %s;\n",
+ dst_mask, src0_param.param_str, src1_param.param_str);
+
+ write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
+ 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);
+ shader_addline(buffer, "%s %% %s));\n", src0_param.param_str, src1_param.param_str);
+
+ shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
+ shader_addline(buffer, "tmp0%s);\n", dst_mask);
+ }
+ else
+ {
+ write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
+ 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);
+ shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
+ }
+ }
+ else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
+ {
+ write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
+ 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);
+ shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
+ }
+}
+
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
{
@@ -5421,7 +5465,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
/* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
/* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
- /* WINED3DSIH_UDIV */ NULL,
+ /* WINED3DSIH_UDIV */ shader_glsl_udiv,
/* WINED3DSIH_USHR */ NULL,
/* WINED3DSIH_UTOF */ shader_glsl_to_float,
/* WINED3DSIH_XOR */ shader_glsl_binop,
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