wined3d: Use the GLSL round() function when available.

This commit is contained in:
Henri Verbeet 2010-01-24 21:16:11 +01:00 committed by Alexandre Julliard
parent 869fc74576
commit 5f4ff65fb4
1 changed files with 31 additions and 5 deletions

View File

@ -1822,6 +1822,9 @@ static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
glsl_src_param_t src0_param;
DWORD write_mask;
@ -1847,12 +1850,26 @@ static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
{
/* We need to *round* to the nearest int here. */
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
if (mask_size > 1) {
shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str);
} else {
shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
if (gl_info->supported[EXT_GPU_SHADER4])
{
if (mask_size > 1)
shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
else
shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
}
} else {
else
{
if (mask_size > 1)
shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
mask_size, src0_param.param_str, mask_size, src0_param.param_str);
else
shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
src0_param.param_str, src0_param.param_str);
}
}
else
{
shader_addline(buffer, "%s);\n", src0_param.param_str);
}
}
@ -3759,6 +3776,10 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
*/
shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
}
if (gl_info->supported[EXT_GPU_SHADER4])
{
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
}
/* Base Declarations */
shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
@ -3846,6 +3867,11 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
shader_addline(buffer, "#version 120\n");
if (gl_info->supported[EXT_GPU_SHADER4])
{
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
}
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_vs_args = args;