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wined3d: Use shader_glsl_log() in some more places.
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@ -1592,8 +1592,6 @@ void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
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case WINED3DSIO_ABS: instruction = "abs"; break;
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case WINED3DSIO_FRC: instruction = "fract"; break;
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case WINED3DSIO_NRM: instruction = "normalize"; break;
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case WINED3DSIO_LOGP:
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case WINED3DSIO_LOG: instruction = "log2"; break;
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case WINED3DSIO_EXP: instruction = "exp2"; break;
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case WINED3DSIO_SGN: instruction = "sign"; break;
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case WINED3DSIO_DSX: instruction = "dFdx"; break;
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@ -117,7 +117,7 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
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{WINED3DSIO_EXP, "exp", "EX2", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_LOG, "log", "LG2", 1, 2, shader_hw_map2gl, shader_glsl_log, 0, 0},
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{WINED3DSIO_EXPP, "expp", "EXP", 1, 2, shader_hw_map2gl, shader_glsl_expp, 0, 0},
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{WINED3DSIO_LOGP, "logp", "LOG", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_LOGP, "logp", "LOG", 1, 2, shader_hw_map2gl, shader_glsl_log, 0, 0},
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{WINED3DSIO_DST, "dst", "DST", 1, 3, shader_hw_map2gl, shader_glsl_dst, 0, 0},
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{WINED3DSIO_LRP, "lrp", "LRP", 1, 4, shader_hw_map2gl, shader_glsl_lrp, 0, 0},
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{WINED3DSIO_FRC, "frc", "FRC", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
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@ -60,9 +60,9 @@ CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
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{WINED3DSIO_SGE, "sge", "SGE", 1, 3, shader_hw_map2gl, shader_glsl_compare, 0, 0},
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{WINED3DSIO_ABS, "abs", "ABS", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_EXP, "exp", "EX2", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_LOG, "log", "LG2", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_LOG, "log", "LG2", 1, 2, shader_hw_map2gl, shader_glsl_log, 0, 0},
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{WINED3DSIO_EXPP, "expp", "EXP", 1, 2, shader_hw_map2gl, shader_glsl_expp, 0, 0},
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{WINED3DSIO_LOGP, "logp", "LOG", 1, 2, shader_hw_map2gl, shader_glsl_map2gl, 0, 0},
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{WINED3DSIO_LOGP, "logp", "LOG", 1, 2, shader_hw_map2gl, shader_glsl_log, 0, 0},
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{WINED3DSIO_LIT, "lit", "LIT", 1, 2, shader_hw_map2gl, shader_glsl_lit, 0, 0},
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{WINED3DSIO_DST, "dst", "DST", 1, 3, shader_hw_map2gl, shader_glsl_dst, 0, 0},
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{WINED3DSIO_LRP, "lrp", "LRP", 1, 4, NULL, shader_glsl_lrp, 0, 0},
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