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vkd3d-shader/glsl: Implement VKD3DSIH_CONTINUE.
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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
@@ -702,6 +702,12 @@ static void shader_glsl_break(struct vkd3d_glsl_generator *gen)
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vkd3d_string_buffer_printf(gen->buffer, "break;\n");
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}
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static void shader_glsl_continue(struct vkd3d_glsl_generator *gen)
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{
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shader_glsl_print_indent(gen->buffer, gen->indent);
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vkd3d_string_buffer_printf(gen->buffer, "continue;\n");
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}
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static void shader_glsl_switch(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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struct glsl_src src;
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@@ -1186,6 +1192,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_CASE:
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shader_glsl_case(gen, ins);
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break;
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case VKD3DSIH_CONTINUE:
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shader_glsl_continue(gen);
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break;
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case VKD3DSIH_DCL_INDEXABLE_TEMP:
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shader_glsl_dcl_indexable_temp(gen, ins);
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break;
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