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 <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Kenneth Graunke 2014-02-21 19:15:10 -08:00
parent f896e82301
commit fe8f3bef31

View file

@ -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"