wined3d: Simplify the GLSL sRGB write code.

This commit is contained in:
Henri Verbeet 2009-07-10 10:20:11 +02:00 committed by Alexandre Julliard
parent 1b41bafa07
commit 60e0997c79
1 changed files with 13 additions and 13 deletions

View File

@ -891,11 +891,12 @@ static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const s
extra_constants_needed++;
}
if(ps_args->srgb_correction) {
shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
if (ps_args->srgb_correction)
{
shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
srgb_cmp);
}
if(reg_maps->vpos || reg_maps->usesdsy) {
if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
@ -3717,14 +3718,13 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This, struct
shader_addline(buffer, "gl_FragData[0] = R0;\n");
}
if(args->srgb_correction) {
shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
srgb_sub_high, srgb_sub_high, srgb_sub_high);
shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * srgb_mul_low.xyz;\n");
shader_addline(buffer, "gl_FragData[0].x = gl_FragData[0].x < srgb_comparison.x ? tmp1.x : tmp0.x;\n");
shader_addline(buffer, "gl_FragData[0].y = gl_FragData[0].y < srgb_comparison.y ? tmp1.y : tmp0.y;\n");
shader_addline(buffer, "gl_FragData[0].z = gl_FragData[0].z < srgb_comparison.z ? tmp1.z : tmp0.z;\n");
if (args->srgb_correction)
{
shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
}
/* Pixel shader < 3.0 do not replace the fog stage.