Module: wine Branch: master Commit: 5ca5409b8165e6d8a0914bce969d5044e51ed8de URL: http://source.winehq.org/git/wine.git/?a=commit;h=5ca5409b8165e6d8a0914bce96...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Wed Oct 17 23:08:01 2012 +0200
wined3d: Implement WINED3DSIH_UDIV in the GLSL shader backend.
---
dlls/wined3d/glsl_shader.c | 46 +++++++++++++++++++++++++++++++++++++++++++- 1 files changed, 45 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index b8218ae..7269212 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -2305,6 +2305,50 @@ static void shader_glsl_imul(const struct wined3d_shader_instruction *ins) } }
+static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins) +{ + struct wined3d_shader_buffer *buffer = ins->ctx->buffer; + struct glsl_src_param src0_param, src1_param; + DWORD write_mask; + + if (ins->dst[0].reg.type != WINED3DSPR_NULL) + { + + if (ins->dst[1].reg.type != WINED3DSPR_NULL) + { + char dst_mask[6]; + + write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask); + 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(buffer, "tmp0%s = %s / %s;\n", + dst_mask, src0_param.param_str, src1_param.param_str); + + 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(buffer, "%s %% %s));\n", src0_param.param_str, src1_param.param_str); + + shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]); + shader_addline(buffer, "tmp0%s);\n", dst_mask); + } + else + { + write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]); + 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(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str); + } + } + else 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(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) { @@ -5421,7 +5465,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar, /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb, /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb, - /* WINED3DSIH_UDIV */ NULL, + /* WINED3DSIH_UDIV */ shader_glsl_udiv, /* WINED3DSIH_USHR */ NULL, /* WINED3DSIH_UTOF */ shader_glsl_to_float, /* WINED3DSIH_XOR */ shader_glsl_binop,