[PATCH 5/5] wined3d: Implement WINED3DSIH_CUT in the GLSL shader backend.
Henri Verbeet
hverbeet at codeweavers.com
Mon Sep 17 05:22:26 CDT 2012
---
dlls/wined3d/glsl_shader.c | 7 ++++++-
1 files changed, 6 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index fbd9f38..97a6109 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2202,6 +2202,11 @@ static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
}
+static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
+{
+ shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
+}
+
/* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
* Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
* GLSL uses the value as-is. */
@@ -5029,7 +5034,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_CMP */ shader_glsl_cmp,
/* WINED3DSIH_CND */ shader_glsl_cnd,
/* WINED3DSIH_CRS */ shader_glsl_cross,
- /* WINED3DSIH_CUT */ NULL,
+ /* WINED3DSIH_CUT */ shader_glsl_cut,
/* WINED3DSIH_DCL */ shader_glsl_nop,
/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
--
1.7.8.6
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