wined3d: Use round() on core profile.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2016-09-27 00:04:11 +02:00 committed by Alexandre Julliard
parent c1ec8a6769
commit 2b8766310f
1 changed files with 32 additions and 13 deletions

View File

@ -315,15 +315,34 @@ static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
}
}
static const char *shader_glsl_get_version(const struct wined3d_gl_info *gl_info,
static unsigned int shader_glsl_get_version(const struct wined3d_gl_info *gl_info,
const struct wined3d_shader_version *version)
{
if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
return "#version 150";
return 150;
else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30) && version && version->major >= 4)
return "#version 130";
return 130;
else
return "#version 120";
return 120;
}
static const char *shader_glsl_get_version_declaration(const struct wined3d_gl_info *gl_info,
const struct wined3d_shader_version *version)
{
unsigned int glsl_version;
switch (glsl_version = shader_glsl_get_version(gl_info, version))
{
case 150:
return "#version 150";
case 130:
return "#version 130";
case 120:
return "#version 120";
default:
FIXME("Unexpected GLSL version %u requested.\n", glsl_version);
return "";
}
}
static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
@ -3400,12 +3419,12 @@ static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
}
}
else if(ins->handler_idx == WINED3DSIH_MOVA)
else if (ins->handler_idx == WINED3DSIH_MOVA)
{
/* We need to *round* to the nearest int here. */
const struct wined3d_shader_version *version = &ins->ctx->shader->reg_maps.shader_version;
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
if (gl_info->supported[EXT_GPU_SHADER4])
if (shader_glsl_get_version(gl_info, version) >= 130 || gl_info->supported[EXT_GPU_SHADER4])
{
if (mask_size > 1)
shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
@ -5615,7 +5634,7 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl
string_buffer_clear(buffer);
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &vs->reg_maps.shader_version));
shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, &vs->reg_maps.shader_version));
if (per_vertex_point_size)
{
@ -5867,7 +5886,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
priv_ctx.cur_np2fixup_info = np2fixup_info;
priv_ctx.string_buffers = string_buffers;
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, &reg_maps->shader_version));
shader_glsl_enable_extensions(buffer, gl_info);
if (gl_info->supported[ARB_DERIVATIVE_CONTROL])
@ -5986,7 +6005,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
/* Create the hw GLSL shader program and assign it as the shader->prgId */
GLuint shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, &reg_maps->shader_version));
shader_glsl_enable_extensions(buffer, gl_info);
if (gl_info->supported[ARB_DRAW_INSTANCED])
@ -6073,7 +6092,7 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER));
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, &reg_maps->shader_version));
shader_glsl_enable_extensions(buffer, gl_info);
if (gl_info->supported[ARB_GEOMETRY_SHADER4])
@ -6512,7 +6531,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
string_buffer_clear(buffer);
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, NULL));
shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, NULL));
if (shader_glsl_use_explicit_attrib_location(gl_info))
shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
@ -7074,7 +7093,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
}
lowest_disabled_stage = stage;
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, NULL));
shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, NULL));
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");