Henri Verbeet : wined3d: Implement WINED3DSIH_IMUL in the GLSL shader backend.

Alexandre Julliard julliard at winehq.org
Fri Oct 12 11:37:45 CDT 2012


Module: wine
Branch: master
Commit: 2324ce6efb8e0689318933a310baf1de3d2529dd
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=2324ce6efb8e0689318933a310baf1de3d2529dd

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Fri Oct 12 13:03:57 2012 +0200

wined3d: Implement WINED3DSIH_IMUL in the GLSL shader backend.

---

 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,




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