wined3d: Implement DSX in ARB.

DSY is not that easy because we have to deal with the inverted coordinate
system in onscreen(!) rendering - see GLSL dsy.
This commit is contained in:
Stefan Dösinger 2009-05-08 18:17:58 +02:00 committed by Alexandre Julliard
parent f9b9f73991
commit 7fc4279cb8

View File

@ -1039,6 +1039,7 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
case WINED3DSIH_SUB: instruction = "SUB"; break;
case WINED3DSIH_MOVA:instruction = "ARR"; break;
case WINED3DSIH_SGN: instruction = "SSG"; break;
case WINED3DSIH_DSX: instruction = "DDX"; break;
default: instruction = "";
FIXME("Unhandled opcode %#x\n", ins->handler_idx);
break;
@ -2354,7 +2355,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
/* WINED3DSIH_DP3 */ shader_hw_map2gl,
/* WINED3DSIH_DP4 */ shader_hw_map2gl,
/* WINED3DSIH_DST */ shader_hw_map2gl,
/* WINED3DSIH_DSX */ NULL,
/* WINED3DSIH_DSX */ shader_hw_map2gl,
/* WINED3DSIH_DSY */ NULL,
/* WINED3DSIH_ELSE */ NULL,
/* WINED3DSIH_ENDIF */ NULL,