[PATCH 3/5] wined3d: Store the sRGB constants as wined3d_vec4 structures.

Henri Verbeet hverbeet at codeweavers.com
Mon Aug 19 06:54:29 CDT 2019


Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
 dlls/wined3d/arb_program_shader.c |  8 ++++----
 dlls/wined3d/glsl_shader.c        |  8 ++++----
 dlls/wined3d/shader.c             | 11 +++++++----
 dlls/wined3d/wined3d_private.h    |  9 ++++-----
 4 files changed, 19 insertions(+), 17 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 9502430ef5a..34c3f061a94 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -3668,10 +3668,10 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
     if (args->super.srgb_correction)
     {
         shader_addline(buffer, "PARAM srgb_consts0 = ");
-        shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
+        shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[0].x);
         shader_addline(buffer, ";\n");
         shader_addline(buffer, "PARAM srgb_consts1 = ");
-        shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
+        shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[1].x);
         shader_addline(buffer, ";\n");
     }
 
@@ -6371,10 +6371,10 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
     if (settings->sRGB_write)
     {
         shader_addline(&buffer, "PARAM srgb_consts0 = ");
-        shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
+        shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[0].x);
         shader_addline(&buffer, ";\n");
         shader_addline(&buffer, "PARAM srgb_consts1 = ");
-        shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
+        shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[1].x);
         shader_addline(&buffer, ";\n");
     }
 
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 0f1a319872f..76c3f9fc99c 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -7701,10 +7701,10 @@ static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_
     if (args->srgb_correction)
     {
         shader_addline(buffer, "const vec4 srgb_const0 = ");
-        shader_glsl_append_imm_vec(buffer, wined3d_srgb_const0, 4, gl_info);
+        shader_glsl_append_imm_vec(buffer, &wined3d_srgb_const[0].x, 4, gl_info);
         shader_addline(buffer, ";\n");
         shader_addline(buffer, "const vec4 srgb_const1 = ");
-        shader_glsl_append_imm_vec(buffer, wined3d_srgb_const1, 4, gl_info);
+        shader_glsl_append_imm_vec(buffer, &wined3d_srgb_const[1].x, 4, gl_info);
         shader_addline(buffer, ";\n");
     }
     if (reg_maps->vpos || reg_maps->usesdsy)
@@ -9555,10 +9555,10 @@ 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_vec(buffer, wined3d_srgb_const0, 4, gl_info);
+        shader_glsl_append_imm_vec(buffer, &wined3d_srgb_const[0].x, 4, gl_info);
         shader_addline(buffer, ";\n");
         shader_addline(buffer, "const vec4 srgb_const1 = ");
-        shader_glsl_append_imm_vec(buffer, wined3d_srgb_const1, 4, gl_info);
+        shader_glsl_append_imm_vec(buffer, &wined3d_srgb_const[1].x, 4, gl_info);
         shader_addline(buffer, ";\n");
     }
 
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 4961dca1ce0..3b9a96abc69 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -32,10 +32,13 @@
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
 
-/* pow, mul_high, sub_high, mul_low */
-const float wined3d_srgb_const0[] = {0.41666f, 1.055f, 0.055f, 12.92f};
-/* cmp */
-const float wined3d_srgb_const1[] = {0.0031308f, 0.0f, 0.0f, 0.0f};
+const struct wined3d_vec4 wined3d_srgb_const[] =
+{
+    /* pow, mul_high, sub_high, mul_low */
+    {0.41666f, 1.055f, 0.055f, 12.92f},
+    /* cmp */
+    {0.0031308f, 0.0f, 0.0f, 0.0f},
+};
 
 static const char * const shader_opcode_names[] =
 {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 68250f0be38..e5d52ea38f8 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1482,17 +1482,16 @@ static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_col
     wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
 }
 
-extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
-extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
+extern const struct wined3d_vec4 wined3d_srgb_const[] DECLSPEC_HIDDEN;
 
 static inline float wined3d_srgb_from_linear(float colour)
 {
     if (colour < 0.0f)
         return 0.0f;
-    if (colour < wined3d_srgb_const1[0])
-        return colour * wined3d_srgb_const0[3];
+    if (colour < wined3d_srgb_const[1].x)
+        return colour * wined3d_srgb_const[0].w;
     if (colour < 1.0f)
-        return wined3d_srgb_const0[1] * powf(colour, wined3d_srgb_const0[0]) - wined3d_srgb_const0[2];
+        return wined3d_srgb_const[0].y * powf(colour, wined3d_srgb_const[0].x) - wined3d_srgb_const[0].z;
     return 1.0f;
 }
 
-- 
2.11.0




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