[PATCH 3/5] wined3d: Implement WINED3DSIH_ROUND_NI in the GLSL shader backend.
Henri Verbeet
hverbeet at gmail.com
Fri Oct 19 08:29:27 CDT 2012
On 19 October 2012 15:20, Matteo Bruni <matteo.mystral at gmail.com> wrote:
> 2012/10/18 Henri Verbeet <hverbeet at codeweavers.com>:
>> ---
>> dlls/wined3d/glsl_shader.c | 3 ++-
>> 1 files changed, 2 insertions(+), 1 deletions(-)
>>
>> diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
>> index 57119e1..993b547 100644
>> --- a/dlls/wined3d/glsl_shader.c
>> +++ b/dlls/wined3d/glsl_shader.c
>> @@ -2530,6 +2530,7 @@ static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
>> case WINED3DSIH_EXP: instruction = "exp2"; break;
>> case WINED3DSIH_DSX: instruction = "dFdx"; break;
>> case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
>> + case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
>
> Hmm, does ROUND_NI really translate to floor() (as opposed to round())
> or is that because round() is not supported in GLSL 1.20?
> In the latter case maybe a FIXME would help.
>
ROUND_NI rounds toward -INF, which is what floor() does. You're
probably thinking of ROUND_NE which would translate to roundEven().
More information about the wine-devel
mailing list