wined3d: Use ARB_shader_bit_encoding for storing local constants when available.
Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -420,7 +420,8 @@ static void shader_glsl_add_version_declaration(struct wined3d_string_buffer *bu
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shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info));
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}
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static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
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static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values,
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const struct wined3d_gl_info *gl_info)
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{
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char str[4][17];
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@ -428,7 +429,17 @@ static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, co
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wined3d_ftoa(values[1], str[1]);
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wined3d_ftoa(values[2], str[2]);
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wined3d_ftoa(values[3], str[3]);
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shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
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if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
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{
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const unsigned int *uint_values = (const unsigned int *)values;
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shader_addline(buffer, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))\n"
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" /* %s, %s, %s, %s */", uint_values[0], uint_values[1],
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uint_values[2], uint_values[3], str[0], str[1], str[2], str[3]);
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}
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else
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shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
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}
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static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer,
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@ -2785,7 +2796,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
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{
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shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx);
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shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value);
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shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value, gl_info);
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shader_addline(buffer, ";\n");
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}
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}
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@ -7957,10 +7968,10 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *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_vec4(buffer, wined3d_srgb_const0);
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shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0, 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_vec4(buffer, wined3d_srgb_const1);
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shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1, 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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@ -9814,10 +9825,10 @@ 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_vec4(buffer, wined3d_srgb_const0);
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shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0, 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_vec4(buffer, wined3d_srgb_const1);
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shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1, gl_info);
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shader_addline(buffer, ";\n");
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}
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