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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