wined3d: Implement WINED3DSIH_IMUL in the GLSL shader backend.

This commit is contained in:
Henri Verbeet 2012-10-12 13:03:57 +02:00 committed by Alexandre Julliard
parent ad1a1ee4fe
commit 2324ce6efb

View file

@ -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,