[PATCH 1/5] wined3d: Use clamp() instead of max() for calculating the clamped cosine in the ffp lighting calculations.
Henri Verbeet
hverbeet at codeweavers.com
Wed Sep 4 01:56:43 CDT 2013
On typical hardware, the clamp() would be an instruction modifier, while the
max() would need an extra instruction.
---
dlls/wined3d/glsl_shader.c | 7 ++++---
1 file changed, 4 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 740e100..280ec20 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4940,7 +4940,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer *buffer
if (!settings->normal)
break;
shader_addline(buffer, "dir = normalize(dir);\n");
- shader_addline(buffer, "diffuse += (max(0.0, dot(dir, normal))"
+ shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
" * gl_LightSource[%u].diffuse.xyz) / att;\n", i);
if (settings->localviewer)
shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
@@ -4965,7 +4965,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer *buffer
shader_addline(buffer, "ambient += gl_LightSource[%u].ambient.xyz * att;\n", i);
if (!settings->normal)
break;
- shader_addline(buffer, "diffuse += (max(0.0, dot(dir, normal))"
+ shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
" * gl_LightSource[%u].diffuse.xyz) * att;\n", i);
if (settings->localviewer)
shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
@@ -4980,7 +4980,8 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer *buffer
if (!settings->normal)
break;
shader_addline(buffer, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i);
- shader_addline(buffer, "diffuse += max(0.0, dot(dir, normal)) * gl_LightSource[%u].diffuse.xyz;\n", i);
+ shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
+ " * gl_LightSource[%u].diffuse.xyz;\n", i);
shader_addline(buffer, "t = dot(normal, gl_LightSource[%u].halfVector.xyz);\n", i);
shader_addline(buffer, "if (t > 0.0) specular += pow(t, gl_FrontMaterial.shininess)"
" * gl_LightSource[%u].specular;\n", i);
--
1.8.1.5
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