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wined3d: Implement SM4 WINED3DSIH_SINCOS in the GLSL shader backend.
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@ -2909,28 +2909,68 @@ static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
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*/
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*/
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static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
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static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
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{
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{
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struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
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struct glsl_src_param src0_param;
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struct glsl_src_param src0_param;
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DWORD write_mask;
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DWORD write_mask;
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write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
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if (ins->ctx->reg_maps->shader_version.major < 4)
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
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{
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
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switch (write_mask) {
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write_mask = shader_glsl_append_dst(buffer, ins);
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case WINED3DSP_WRITEMASK_0:
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switch (write_mask)
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shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
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{
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break;
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case WINED3DSP_WRITEMASK_0:
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shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
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break;
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case WINED3DSP_WRITEMASK_1:
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case WINED3DSP_WRITEMASK_1:
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shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
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shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
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break;
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break;
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case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
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case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
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shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
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shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n",
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break;
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src0_param.param_str, src0_param.param_str);
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break;
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default:
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default:
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ERR("Write mask should be .x, .y or .xy\n");
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ERR("Write mask should be .x, .y or .xy\n");
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break;
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break;
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}
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return;
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}
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if (ins->dst[0].reg.type != WINED3DSPR_NULL)
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{
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if (ins->dst[1].reg.type != WINED3DSPR_NULL)
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{
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char dst_mask[6];
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write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
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shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
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shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
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write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
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shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
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shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
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shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
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shader_addline(buffer, "tmp0%s);\n", dst_mask);
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}
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else
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{
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write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
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shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
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shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
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}
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}
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else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
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{
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write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
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shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
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shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
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}
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}
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}
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}
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