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authorKenneth Graunke <[email protected]>2014-02-21 19:15:10 -0800
committerKenneth Graunke <[email protected]>2014-02-26 02:33:58 -0800
commitfe8f3bef31b91fe9296711e0f9dbf511ac9737bf (patch)
tree7951fa37c61e2161b49710978bb493d4107cec5f /src
parentf896e82301255177894a6c51883e18d32c36b307 (diff)
meta: Use a #define for the vector type to avoid %svec4 everywhere.
By adding "#define gvec4 %svec4" to the top of our fragment shader, we can write generic code without needing to specialize it to vec4, ivec4, or uvec4 via asprintf. This also makes the INT and UNSIGNED_INT merge function code identical, so I combined those two cases. It's not a big savings, but a little bit tidier. v2: Rebase on Vinson's MSVC build fixes. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/mesa/drivers/common/meta_blit.c17
1 files changed, 7 insertions, 10 deletions
diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c
index 1bc5d94726c..b8836f40097 100644
--- a/src/mesa/drivers/common/meta_blit.c
+++ b/src/mesa/drivers/common/meta_blit.c
@@ -240,12 +240,9 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
int i;
int step;
- if (src_datatype == GL_INT) {
+ if (src_datatype == GL_INT || src_datatype == GL_UNSIGNED_INT) {
merge_function =
- "ivec4 merge(ivec4 a, ivec4 b) { return (a >> ivec4(1)) + (b >> ivec4(1)) + (a & b & ivec4(1)); }\n";
- } else if (src_datatype == GL_UNSIGNED_INT) {
- merge_function =
- "uvec4 merge(uvec4 a, uvec4 b) { return (a >> uvec4(1)) + (b >> uvec4(1)) + (a & b & uvec4(1)); }\n";
+ "gvec4 merge(gvec4 a, gvec4 b) { return (a >> gvec4(1)) + (b >> gvec4(1)) + (a & b & gvec4(1)); }\n";
} else {
/* The divide will happen at the end for floats. */
merge_function =
@@ -266,8 +263,8 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
sample_resolve = rzalloc_size(mem_ctx, 1);
for (i = 0; i < samples; i++) {
ralloc_asprintf_append(&sample_resolve,
- " %svec4 sample_1_%d = texelFetch(texSampler, ivec2(texCoords), %d);\n",
- vec4_prefix, i, i);
+ " gvec4 sample_1_%d = texelFetch(texSampler, ivec2(texCoords), %d);\n",
+ i, i);
}
/* Now, merge each pair of samples, then merge each pair of those,
* etc.
@@ -275,8 +272,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
for (step = 2; step <= samples; step *= 2) {
for (i = 0; i < samples; i += step) {
ralloc_asprintf_append(&sample_resolve,
- " %svec4 sample_%d_%d = merge(sample_%d_%d, sample_%d_%d);\n",
- vec4_prefix,
+ " gvec4 sample_%d_%d = merge(sample_%d_%d, sample_%d_%d);\n",
step, i,
step / 2, i,
step / 2, i + step / 2);
@@ -309,9 +305,10 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"%s\n"
+ "#define gvec4 %svec4\n"
"uniform %ssampler2DMS texSampler;\n"
"in vec2 texCoords;\n"
- "out %svec4 out_color;\n"
+ "out gvec4 out_color;\n"
"\n"
"%s" /* merge_function */
"void main()\n"