From 5f4ff65fb4cbfc6226d5aff935a02000a20dad8d Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Sun, 24 Jan 2010 21:16:11 +0100 Subject: [PATCH] wined3d: Use the GLSL round() function when available. --- dlls/wined3d/glsl_shader.c | 36 +++++++++++++++++++++++++++++++----- 1 file changed, 31 insertions(+), 5 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 7392dc73617..ae354180062 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -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;