wined3d: Use dot() instead of length() in shader_glsl_nrm().
As Eric Anholt pointed out, using length() here is suboptimal. It essentially translates into "inversesqrt(dot(x, x));", but needs to handle the case of zero-length vectors, much like nrm.
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@ -2314,16 +2314,18 @@ static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
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mask_size = shader_glsl_get_write_mask_size(write_mask);
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shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
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shader_addline(buffer, "tmp0.x = length(%s);\n", src_param.param_str);
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shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
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src_param.param_str, src_param.param_str);
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shader_glsl_append_dst(buffer, ins);
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if (mask_size > 1)
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{
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shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
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shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
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mask_size, src_param.param_str);
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}
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else
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{
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shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
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shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
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src_param.param_str);
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}
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}
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