wined3d: Use ARB_shader_bit_encoding for storing local constants when available.

Signed-off-by: Paul Gofman <gofmanp@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
stable
Paul Gofman 2019-04-08 20:41:50 +03:00 committed by Alexandre Julliard
parent 1b56d13da3
commit 5ed7a61de7
1 changed files with 18 additions and 7 deletions

View File

@ -420,7 +420,8 @@ static void shader_glsl_add_version_declaration(struct wined3d_string_buffer *bu
shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info));
}
static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values,
const struct wined3d_gl_info *gl_info)
{
char str[4][17];
@ -428,7 +429,17 @@ static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, co
wined3d_ftoa(values[1], str[1]);
wined3d_ftoa(values[2], str[2]);
wined3d_ftoa(values[3], str[3]);
shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
{
const unsigned int *uint_values = (const unsigned int *)values;
shader_addline(buffer, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))\n"
" /* %s, %s, %s, %s */", uint_values[0], uint_values[1],
uint_values[2], uint_values[3], str[0], str[1], str[2], str[3]);
}
else
shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
}
static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer,
@ -2785,7 +2796,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
{
shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx);
shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value);
shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value, gl_info);
shader_addline(buffer, ";\n");
}
}
@ -7957,10 +7968,10 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
if (args->srgb_correction)
{
shader_addline(buffer, "const vec4 srgb_const0 = ");
shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0, gl_info);
shader_addline(buffer, ";\n");
shader_addline(buffer, "const vec4 srgb_const1 = ");
shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1, gl_info);
shader_addline(buffer, ";\n");
}
if (reg_maps->vpos || reg_maps->usesdsy)
@ -9814,10 +9825,10 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
if (settings->sRGB_write)
{
shader_addline(buffer, "const vec4 srgb_const0 = ");
shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0, gl_info);
shader_addline(buffer, ";\n");
shader_addline(buffer, "const vec4 srgb_const1 = ");
shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1, gl_info);
shader_addline(buffer, ";\n");
}