wined3d: Implement the "precise" flag in the GLSL shader backend.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2021-01-19 14:34:53 +01:00 committed by Alexandre Julliard
parent 7e4f254bbd
commit 7a54209d4b
1 changed files with 14 additions and 0 deletions

View File

@ -2540,6 +2540,10 @@ static void shader_generate_glsl_declarations(const struct wined3d_context_gl *c
/* Temporary variables for matrix operations */
shader_addline(buffer, "vec4 tmp0;\n");
shader_addline(buffer, "vec4 tmp1;\n");
if (gl_info->supported[ARB_GPU_SHADER5])
shader_addline(buffer, "precise vec4 tmp_precise;\n");
else
shader_addline(buffer, "/* precise */ vec4 tmp_precise;\n");
if (!shader->load_local_constsF)
{
@ -3273,6 +3277,9 @@ static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer,
if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
{
if (ins->flags & WINED3DSI_PRECISE_XYZW)
sprintf(glsl_dst.reg_name, "tmp_precise");
switch (data_type)
{
case WINED3D_DATA_FLOAT:
@ -3316,6 +3323,13 @@ static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_in
if (!ins->dst_count) return;
if (ins->flags & WINED3DSI_PRECISE_XYZW)
{
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
shader_addline(ins->ctx->buffer, "%s%s = tmp_precise%s;\n",
dst_param.reg_name, dst_param.mask_str, dst_param.mask_str);
}
modifiers = ins->dst[0].modifiers;
if (!modifiers) return;