From ff6ce4c669ac901abdc9664d891b4b6d044df295 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Wed, 4 Sep 2013 08:56:43 +0200 Subject: [PATCH] wined3d: Use clamp() instead of max() for calculating the clamped cosine in the ffp lighting calculations. On typical hardware, the clamp() would be an instruction modifier, while the max() would need an extra instruction. --- dlls/wined3d/glsl_shader.c | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 740e100ee3d..280ec201a4b 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -4940,7 +4940,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer *buffer if (!settings->normal) break; shader_addline(buffer, "dir = normalize(dir);\n"); - shader_addline(buffer, "diffuse += (max(0.0, dot(dir, normal))" + shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)" " * gl_LightSource[%u].diffuse.xyz) / att;\n", i); if (settings->localviewer) shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n"); @@ -4965,7 +4965,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer *buffer shader_addline(buffer, "ambient += gl_LightSource[%u].ambient.xyz * att;\n", i); if (!settings->normal) break; - shader_addline(buffer, "diffuse += (max(0.0, dot(dir, normal))" + shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)" " * gl_LightSource[%u].diffuse.xyz) * att;\n", i); if (settings->localviewer) shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n"); @@ -4980,7 +4980,8 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer *buffer if (!settings->normal) break; shader_addline(buffer, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i); - shader_addline(buffer, "diffuse += max(0.0, dot(dir, normal)) * gl_LightSource[%u].diffuse.xyz;\n", i); + shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)" + " * gl_LightSource[%u].diffuse.xyz;\n", i); shader_addline(buffer, "t = dot(normal, gl_LightSource[%u].halfVector.xyz);\n", i); shader_addline(buffer, "if (t > 0.0) specular += pow(t, gl_FrontMaterial.shininess)" " * gl_LightSource[%u].specular;\n", i);