vkd3d-shader/glsl: Implement VKD3DSIH_CONTINUE.

This commit is contained in:
Henri Verbeet
2024-10-03 16:14:36 +02:00
parent bc4aacd21e
commit aba45d0386
Notes: Henri Verbeet 2024-10-09 13:19:34 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1162
3 changed files with 12 additions and 3 deletions

View File

@@ -702,6 +702,12 @@ static void shader_glsl_break(struct vkd3d_glsl_generator *gen)
vkd3d_string_buffer_printf(gen->buffer, "break;\n");
}
static void shader_glsl_continue(struct vkd3d_glsl_generator *gen)
{
shader_glsl_print_indent(gen->buffer, gen->indent);
vkd3d_string_buffer_printf(gen->buffer, "continue;\n");
}
static void shader_glsl_switch(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
struct glsl_src src;
@@ -1186,6 +1192,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
case VKD3DSIH_CASE:
shader_glsl_case(gen, ins);
break;
case VKD3DSIH_CONTINUE:
shader_glsl_continue(gen);
break;
case VKD3DSIH_DCL_INDEXABLE_TEMP:
shader_glsl_dcl_indexable_temp(gen, ins);
break;