[PATCH 1/5] wined3d: Implement WINED3DSIH_XOR in the GLSL shader backend.
Henri Verbeet
hverbeet at codeweavers.com
Wed Oct 10 15:22:16 CDT 2012
---
dlls/wined3d/glsl_shader.c | 3 ++-
1 files changed, 2 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 0c5ceb6..52298fa 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2205,6 +2205,7 @@ static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
case WINED3DSIH_IADD: op = '+'; break;
case WINED3DSIH_MUL: op = '*'; break;
case WINED3DSIH_SUB: op = '-'; break;
+ case WINED3DSIH_XOR: op = '^'; break;
default:
op = ' ';
FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
@@ -5299,7 +5300,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
/* WINED3DSIH_UDIV */ NULL,
/* WINED3DSIH_USHR */ NULL,
/* WINED3DSIH_UTOF */ NULL,
- /* WINED3DSIH_XOR */ NULL,
+ /* WINED3DSIH_XOR */ shader_glsl_binop,
};
static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
--
1.7.8.6
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