From: eihrul Date: Sat, 19 May 2012 04:17:00 +0000 (+0000) Subject: use texture gather emulation for the shadowmap sampler path, and use it by default... X-Git-Tag: xonotic-v0.7.0~117 X-Git-Url: https://git.xonotic.org/?a=commitdiff_plain;h=f4350e9f9a781d6802102ccf43c3630b2f40c8b8;p=xonotic%2Fdarkplaces.git use texture gather emulation for the shadowmap sampler path, and use it by default instead of texture gather git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11820 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=e2ab893f00f6244a9459fa6ad08281146069070a --- diff --git a/r_shadow.c b/r_shadow.c index 9f7b0b74..f8c6557d 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -462,13 +462,13 @@ static void R_Shadow_SetShadowMode(void) { if (!r_fb.usedepthtextures) r_shadow_shadowmappcf = 1; - else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) - r_shadow_shadowmappcf = 1; - else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) + else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler) { - r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; + r_shadow_shadowmapsampler = true; r_shadow_shadowmappcf = 1; } + else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) + r_shadow_shadowmappcf = 1; else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa")) r_shadow_shadowmappcf = 1; else diff --git a/shader_glsl.h b/shader_glsl.h index d3b258de..dbc19d57 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -883,9 +883,13 @@ "# else\n" "# ifdef USESHADOWSAMPLER\n" "# ifdef USESHADOWMAPPCF\n" -"# define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)) \n" -" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n" -" f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n" +"# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3((center + off)*ShadowMap_TextureScale, shadowmaptc.z)) \n" +" vec2 offset = fract(shadowmaptc.xy - 0.5), center = shadowmaptc.xy - offset;\n" +" vec4 size = vec4(offset + 1.0, 2.0 - offset), weight = vec4(2.0 - 1.0 / size.xy, 1.0 / size.zw - 1.0);\n" +" f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n" +"//# define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)) \n" +"// vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n" +"// f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n" "# else\n" " f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n" "# endif\n"