wined3d: Store the sRGB constants as wined3d_vec4 structures.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3668,10 +3668,10 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
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if (args->super.srgb_correction)
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{
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shader_addline(buffer, "PARAM srgb_consts0 = ");
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shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
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shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[0].x);
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shader_addline(buffer, ";\n");
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shader_addline(buffer, "PARAM srgb_consts1 = ");
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shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
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shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[1].x);
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shader_addline(buffer, ";\n");
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}
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@ -6371,10 +6371,10 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
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if (settings->sRGB_write)
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{
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shader_addline(&buffer, "PARAM srgb_consts0 = ");
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shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
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shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[0].x);
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shader_addline(&buffer, ";\n");
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shader_addline(&buffer, "PARAM srgb_consts1 = ");
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shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
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shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[1].x);
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shader_addline(&buffer, ";\n");
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}
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@ -7701,10 +7701,10 @@ static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_
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if (args->srgb_correction)
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{
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shader_addline(buffer, "const vec4 srgb_const0 = ");
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shader_glsl_append_imm_vec(buffer, wined3d_srgb_const0, 4, gl_info);
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shader_glsl_append_imm_vec(buffer, &wined3d_srgb_const[0].x, 4, gl_info);
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shader_addline(buffer, ";\n");
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shader_addline(buffer, "const vec4 srgb_const1 = ");
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shader_glsl_append_imm_vec(buffer, wined3d_srgb_const1, 4, gl_info);
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shader_glsl_append_imm_vec(buffer, &wined3d_srgb_const[1].x, 4, gl_info);
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shader_addline(buffer, ";\n");
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}
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if (reg_maps->vpos || reg_maps->usesdsy)
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@ -9555,10 +9555,10 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
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if (settings->sRGB_write)
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{
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shader_addline(buffer, "const vec4 srgb_const0 = ");
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shader_glsl_append_imm_vec(buffer, wined3d_srgb_const0, 4, gl_info);
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shader_glsl_append_imm_vec(buffer, &wined3d_srgb_const[0].x, 4, gl_info);
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shader_addline(buffer, ";\n");
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shader_addline(buffer, "const vec4 srgb_const1 = ");
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shader_glsl_append_imm_vec(buffer, wined3d_srgb_const1, 4, gl_info);
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shader_glsl_append_imm_vec(buffer, &wined3d_srgb_const[1].x, 4, gl_info);
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shader_addline(buffer, ";\n");
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}
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@ -32,10 +32,13 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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const struct wined3d_vec4 wined3d_srgb_const[] =
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{
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/* pow, mul_high, sub_high, mul_low */
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const float wined3d_srgb_const0[] = {0.41666f, 1.055f, 0.055f, 12.92f};
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{0.41666f, 1.055f, 0.055f, 12.92f},
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/* cmp */
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const float wined3d_srgb_const1[] = {0.0031308f, 0.0f, 0.0f, 0.0f};
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{0.0031308f, 0.0f, 0.0f, 0.0f},
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};
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static const char * const shader_opcode_names[] =
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{
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@ -1482,17 +1482,16 @@ static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_col
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wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
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}
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extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
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extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
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extern const struct wined3d_vec4 wined3d_srgb_const[] DECLSPEC_HIDDEN;
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static inline float wined3d_srgb_from_linear(float colour)
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{
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if (colour < 0.0f)
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return 0.0f;
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if (colour < wined3d_srgb_const1[0])
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return colour * wined3d_srgb_const0[3];
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if (colour < wined3d_srgb_const[1].x)
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return colour * wined3d_srgb_const[0].w;
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if (colour < 1.0f)
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return wined3d_srgb_const0[1] * powf(colour, wined3d_srgb_const0[0]) - wined3d_srgb_const0[2];
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return wined3d_srgb_const[0].y * powf(colour, wined3d_srgb_const[0].x) - wined3d_srgb_const[0].z;
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return 1.0f;
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}
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