wined3d: Use the GLSL round() function when available.
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@ -1822,6 +1822,9 @@ static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
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/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
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static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
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{
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IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
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glsl_src_param_t src0_param;
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DWORD write_mask;
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@ -1847,12 +1850,26 @@ static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
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{
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/* We need to *round* to the nearest int here. */
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unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
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if (mask_size > 1) {
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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);
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} else {
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shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
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if (gl_info->supported[EXT_GPU_SHADER4])
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{
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if (mask_size > 1)
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shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
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else
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shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
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}
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} else {
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else
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{
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if (mask_size > 1)
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shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
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mask_size, src0_param.param_str, mask_size, src0_param.param_str);
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else
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shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
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src0_param.param_str, src0_param.param_str);
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}
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}
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else
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{
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shader_addline(buffer, "%s);\n", src0_param.param_str);
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}
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}
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@ -3759,6 +3776,10 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
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*/
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shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
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}
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if (gl_info->supported[EXT_GPU_SHADER4])
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{
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shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
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}
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/* Base Declarations */
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shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
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@ -3846,6 +3867,11 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
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shader_addline(buffer, "#version 120\n");
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if (gl_info->supported[EXT_GPU_SHADER4])
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{
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shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
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}
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memset(&priv_ctx, 0, sizeof(priv_ctx));
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priv_ctx.cur_vs_args = args;
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