Henri Verbeet : wined3d: Use the GLSL round() function when available.
Alexandre Julliard
julliard at winehq.org
Mon Jan 25 11:21:07 CST 2010
Module: wine
Branch: master
Commit: 5f4ff65fb4cbfc6226d5aff935a02000a20dad8d
URL: http://source.winehq.org/git/wine.git/?a=commit;h=5f4ff65fb4cbfc6226d5aff935a02000a20dad8d
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Sun Jan 24 21:16:11 2010 +0100
wined3d: Use the GLSL round() function when available.
---
dlls/wined3d/glsl_shader.c | 36 +++++++++++++++++++++++++++++++-----
1 files changed, 31 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 7392dc7..ae35418 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1822,6 +1822,9 @@ static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
{
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
+ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
glsl_src_param_t src0_param;
DWORD write_mask;
@@ -1847,12 +1850,26 @@ static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
{
/* We need to *round* to the nearest int here. */
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
- if (mask_size > 1) {
- shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str);
- } else {
- shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
+
+ if (gl_info->supported[EXT_GPU_SHADER4])
+ {
+ if (mask_size > 1)
+ shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
+ else
+ shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
}
- } else {
+ else
+ {
+ if (mask_size > 1)
+ shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
+ mask_size, src0_param.param_str, mask_size, src0_param.param_str);
+ else
+ shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
+ src0_param.param_str, src0_param.param_str);
+ }
+ }
+ else
+ {
shader_addline(buffer, "%s);\n", src0_param.param_str);
}
}
@@ -3759,6 +3776,10 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
*/
shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
}
+ if (gl_info->supported[EXT_GPU_SHADER4])
+ {
+ shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
+ }
/* Base Declarations */
shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
@@ -3846,6 +3867,11 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
shader_addline(buffer, "#version 120\n");
+ if (gl_info->supported[EXT_GPU_SHADER4])
+ {
+ shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
+ }
+
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_vs_args = args;
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