Module: wine Branch: master Commit: 986f4cb9b16853377206e223efb5ef8c1d5efc4e URL: http://source.winehq.org/git/wine.git/?a=commit;h=986f4cb9b16853377206e223ef...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Thu Nov 8 23:29:17 2012 +0100
wined3d: Introduce a separate function for generating the sRGB write GLSL code.
---
dlls/wined3d/glsl_shader.c | 19 +++++++++++-------- 1 files changed, 11 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index ed9fc80..20aeffc 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -4360,6 +4360,16 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer return ret; }
+static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer *buffer) +{ + shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n"); + shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n"); + shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n"); + shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n"); + shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n"); + shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n"); +} + static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer *buffer, enum fogmode mode) { switch (mode) @@ -4457,14 +4467,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context }
if (args->srgb_correction) - { - shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n"); - shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n"); - shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n"); - shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n"); - shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n"); - shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n"); - } + shader_glsl_generate_srgb_write_correction(buffer);
/* SM < 3 does not replace the fog stage. */ if (reg_maps->shader_version.major < 3)