[PATCH 4/5] wined3d: Implement WINED3DSIH_IMUL in the GLSL shader backend.
Henri Verbeet
hverbeet at codeweavers.com
Fri Oct 12 06:03:57 CDT 2012
---
dlls/wined3d/glsl_shader.c | 25 ++++++++++++++++++++++++-
1 files changed, 24 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index ff0cdc7..1f269f0 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2268,6 +2268,29 @@ static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
}
}
+static void shader_glsl_imul(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;
+ DWORD write_mask;
+
+ /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
+ * not, we can emulate it. */
+ if (ins->dst[0].reg.type != WINED3DSPR_NULL)
+ FIXME("64-bit integer multiplies not implemented.\n");
+
+ 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(ins->ctx->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)
{
@@ -5318,7 +5341,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_IF */ shader_glsl_if,
/* WINED3DSIH_IFC */ shader_glsl_ifc,
/* WINED3DSIH_IGE */ shader_glsl_relop,
- /* WINED3DSIH_IMUL */ NULL,
+ /* WINED3DSIH_IMUL */ shader_glsl_imul,
/* WINED3DSIH_ITOF */ shader_glsl_to_float,
/* WINED3DSIH_LABEL */ shader_glsl_label,
/* WINED3DSIH_LD */ NULL,
--
1.7.8.6
More information about the wine-patches
mailing list