wined3d: Use CMP instead of SLT and SGE in sRGB correction.
This shortens the code and reduces the amount of temp regs used by 1.
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@ -1878,7 +1878,7 @@ static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
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}
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static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
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const char *tmp2, const char *tmp3, const char *tmp4) {
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const char *tmp2, const char *tmp3) {
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/* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
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/* Calculate the > 0.0031308 case */
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@ -1889,14 +1889,9 @@ static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcol
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shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
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/* Calculate the < case */
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shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
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/* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
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shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
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shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
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/* Store the components > 0.0031308 in the destination */
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shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
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/* Add the components that are < 0.0031308 */
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shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
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/* [0.0;1.0] clamping. Not needed, this is done implicitly */
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/* Subtract the comparison value from the fragcolor and use CMP to pick either the > case * or the < case */
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shader_addline(buffer, "SUB %s, %s, srgb_consts1.y;\n", tmp3, fragcolor);
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shader_addline(buffer, "CMP result.color.xyz, %s, %s, %s;\n", tmp3, tmp2, tmp1);
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}
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/* GL locking is done by the caller */
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@ -1959,7 +1954,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
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shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
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if(args->srgb_correction) {
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arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TA", "TB", "TC");
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arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TA", "TB");
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shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
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} else if(reg_maps->shader_version.major < 2) {
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shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
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@ -2964,7 +2959,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWi
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if(settings->sRGB_write) {
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shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
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arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
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arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2");
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shader_addline(&buffer, "MOV result.color.w, ret.w;\n");
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} else {
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shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
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