[PATCH] wined3d: Use ARB_shader_bit_encoding for storing local constants when available.
Paul Gofman
gofmanp at gmail.com
Mon Apr 8 12:41:50 CDT 2019
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
dlls/wined3d/glsl_shader.c | 25 ++++++++++++++++++-------
1 file changed, 18 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 746d7cfa36..7d4678965d 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -432,7 +432,8 @@ static void shader_glsl_add_version_declaration(struct wined3d_string_buffer *bu
shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info));
}
-static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
+static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values,
+ const struct wined3d_gl_info *gl_info)
{
char str[4][17];
@@ -440,7 +441,17 @@ static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, co
wined3d_ftoa(values[1], str[1]);
wined3d_ftoa(values[2], str[2]);
wined3d_ftoa(values[3], str[3]);
- shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
+
+ if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
+ {
+ const unsigned int *uint_values = (const unsigned int *)values;
+
+ shader_addline(buffer, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))\n"
+ " /* %s, %s, %s, %s */", uint_values[0], uint_values[1],
+ uint_values[2], uint_values[3], str[0], str[1], str[2], str[3]);
+ }
+ else
+ shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
}
static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer,
@@ -2932,7 +2943,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
{
shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx);
- shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value);
+ shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value, gl_info);
shader_addline(buffer, ";\n");
}
}
@@ -8104,10 +8115,10 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
if (args->srgb_correction)
{
shader_addline(buffer, "const vec4 srgb_const0 = ");
- shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
+ shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0, gl_info);
shader_addline(buffer, ";\n");
shader_addline(buffer, "const vec4 srgb_const1 = ");
- shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
+ shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1, gl_info);
shader_addline(buffer, ";\n");
}
if (reg_maps->vpos || reg_maps->usesdsy)
@@ -10001,10 +10012,10 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
if (settings->sRGB_write)
{
shader_addline(buffer, "const vec4 srgb_const0 = ");
- shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
+ shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0, gl_info);
shader_addline(buffer, ";\n");
shader_addline(buffer, "const vec4 srgb_const1 = ");
- shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
+ shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1, gl_info);
shader_addline(buffer, ";\n");
}
--
2.20.1
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