From 468309e055b5e14f6da919b173eb199954b65ef1 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Stefan=20D=C3=B6singer?= Date: Sun, 28 Oct 2007 21:21:24 +0100 Subject: [PATCH] wined3d: Get rid of the conditionals in the glsl lit implementation. --- dlls/wined3d/glsl_shader.c | 25 +++++++++++++++++++++++-- 1 file changed, 23 insertions(+), 2 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 98cbcf837b0..c2da0592f1e 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1777,8 +1777,29 @@ void shader_glsl_lit(SHADER_OPCODE_ARG* arg) { shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param); - shader_addline(arg->buffer, "vec4(1.0, (%s > 0.0 ? %s : 0.0), (%s > 0.0 ? ((%s > 0.0) ? pow(%s, clamp(%s, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s);\n", - src0_param.param_str, src0_param.param_str, src0_param.param_str, src1_param.param_str, src1_param.param_str, src3_param.param_str, dst_mask); + /* The sdk specifies the instruction like this + * dst.x = 1.0; + * if(src.x > 0.0) dst.y = src.x + * else dst.y = 0.0. + * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power); + * else dst.z = 0.0; + * dst.w = 1.0; + * + * Obviously that has quite a few conditionals in it which we don't like. So the first step is this: + * dst.x = 1.0 ... No further explanation needed + * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional + * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway + * dst.w = 1.0. ... Nothing fancy. + * + * So we still have one conditional in there. So do this: + * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power); + * + * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power), + * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too. + * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to + */ + shader_addline(arg->buffer, "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n", + src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask); } /** Process the WINED3DSIO_DST instruction in GLSL: