Henri Verbeet : wined3d: Introduce a separate function for generating the sRGB write GLSL code.
Alexandre Julliard
julliard at winehq.org
Fri Nov 9 11:03:23 CST 2012
Module: wine
Branch: master
Commit: 986f4cb9b16853377206e223efb5ef8c1d5efc4e
URL: http://source.winehq.org/git/wine.git/?a=commit;h=986f4cb9b16853377206e223efb5ef8c1d5efc4e
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Thu Nov 8 23:29:17 2012 +0100
wined3d: Introduce a separate function for generating the sRGB write GLSL code.
---
dlls/wined3d/glsl_shader.c | 19 +++++++++++--------
1 files changed, 11 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index ed9fc80..20aeffc 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4360,6 +4360,16 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
return ret;
}
+static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer *buffer)
+{
+ shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
+ shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
+ shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
+ shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
+ shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
+ shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
+}
+
static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer *buffer, enum fogmode mode)
{
switch (mode)
@@ -4457,14 +4467,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
}
if (args->srgb_correction)
- {
- shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
- shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
- shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
- shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
- shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
- shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
- }
+ shader_glsl_generate_srgb_write_correction(buffer);
/* SM < 3 does not replace the fog stage. */
if (reg_maps->shader_version.major < 3)
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