[PATCH 1/5] wined3d: Implement WINED3DSIH_FTOI in the GLSL shader backend.
Henri Verbeet
hverbeet at codeweavers.com
Fri Oct 12 06:03:54 CDT 2012
---
dlls/wined3d/glsl_shader.c | 19 ++++++++++++++++++-
1 files changed, 18 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index e4f9477..2ac51b2 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2543,6 +2543,23 @@ static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
}
}
+static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ struct glsl_src_param src_param;
+ unsigned int mask_size;
+ DWORD write_mask;
+
+ 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, &src_param);
+
+ if (mask_size > 1)
+ shader_addline(buffer, "ivec%u(%s));\n", mask_size, src_param.param_str);
+ else
+ shader_addline(buffer, "int(%s));\n", src_param.param_str);
+}
+
/** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
{
@@ -5277,7 +5294,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_EXP */ shader_glsl_map2gl,
/* WINED3DSIH_EXPP */ shader_glsl_expp,
/* WINED3DSIH_FRC */ shader_glsl_map2gl,
- /* WINED3DSIH_FTOI */ NULL,
+ /* WINED3DSIH_FTOI */ shader_glsl_to_int,
/* WINED3DSIH_GE */ shader_glsl_relop,
/* WINED3DSIH_IADD */ shader_glsl_binop,
/* WINED3DSIH_IEQ */ NULL,
--
1.7.8.6
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