diff options
Diffstat (limited to 'drivers/gles3/shaders/stdlib_inc.glsl')
-rw-r--r-- | drivers/gles3/shaders/stdlib_inc.glsl | 40 |
1 files changed, 24 insertions, 16 deletions
diff --git a/drivers/gles3/shaders/stdlib_inc.glsl b/drivers/gles3/shaders/stdlib_inc.glsl index f88c218506..004db9e5d0 100644 --- a/drivers/gles3/shaders/stdlib_inc.glsl +++ b/drivers/gles3/shaders/stdlib_inc.glsl @@ -1,25 +1,28 @@ - // Compatibility renames. These are exposed with the "godot_" prefix // to work around two distinct Adreno bugs: // 1. Some Adreno devices expose ES310 functions in ES300 shaders. // Internally, we must use the "godot_" prefix, but user shaders // will be mapped automatically. // 2. Adreno 3XX devices have poor implementations of the other packing -// functions, so we just use our own everywhere to keep it simple. +// functions, so we just use our own there to keep it simple. +#ifdef USE_HALF2FLOAT // Floating point pack/unpack functions are part of the GLSL ES 300 specification used by web and mobile. +// It appears to be safe to expose these on mobile, but when running through ANGLE this appears to break. uint float2half(uint f) { - uint b = f + uint(0x00001000); - uint e = (b & uint(0x7F800000)) >> 23; - uint m = b & uint(0x007FFFFF); - return (b & uint(0x80000000)) >> uint(16) | uint(e > uint(112)) * ((((e - uint(112)) << uint(10)) & uint(0x7C00)) | m >> uint(13)) | (uint(e < uint(113)) & uint(e > uint(101))) * ((((uint(0x007FF000) + m) >> (uint(125) - e)) + uint(1)) >> uint(1)) | uint(e > uint(143)) * uint(0x7FFF); + uint e = f & uint(0x7f800000); + if (e <= uint(0x38000000)) { + return uint(0); + } else { + return ((f >> uint(16)) & uint(0x8000)) | + (((e - uint(0x38000000)) >> uint(13)) & uint(0x7c00)) | + ((f >> uint(13)) & uint(0x03ff)); + } } uint half2float(uint h) { - uint e = (h & uint(0x7C00)) >> uint(10); - uint m = (h & uint(0x03FF)) << uint(13); - uint v = m >> uint(23); - return (h & uint(0x8000)) << uint(16) | uint(e != uint(0)) * ((e + uint(112)) << uint(23) | m) | (uint(e == uint(0)) & uint(m != uint(0))) * ((v - uint(37)) << uint(23) | ((m << (uint(150) - v)) & uint(0x007FE000))); + uint h_e = h & uint(0x7c00); + return ((h & uint(0x8000)) << uint(16)) | uint((h_e >> uint(10)) != uint(0)) * (((h_e + uint(0x1c000)) << uint(13)) | ((h & uint(0x03ff)) << uint(13))); } uint godot_packHalf2x16(vec2 v) { @@ -50,6 +53,17 @@ vec2 godot_unpackSnorm2x16(uint p) { return clamp((v - 32767.0) * vec2(0.00003051851), vec2(-1.0), vec2(1.0)); } +#define packHalf2x16 godot_packHalf2x16 +#define unpackHalf2x16 godot_unpackHalf2x16 +#define packUnorm2x16 godot_packUnorm2x16 +#define unpackUnorm2x16 godot_unpackUnorm2x16 +#define packSnorm2x16 godot_packSnorm2x16 +#define unpackSnorm2x16 godot_unpackSnorm2x16 + +#endif // USE_HALF2FLOAT + +// Always expose these as they are ES310 functions and not available in ES300 or GLSL 330. + uint godot_packUnorm4x8(vec4 v) { uvec4 uv = uvec4(round(clamp(v, vec4(0.0), vec4(1.0)) * 255.0)); return uv.x | (uv.y << uint(8)) | (uv.z << uint(16)) | (uv.w << uint(24)); @@ -73,9 +87,3 @@ vec4 godot_unpackSnorm4x8(uint p) { #define unpackUnorm4x8 godot_unpackUnorm4x8 #define packSnorm4x8 godot_packSnorm4x8 #define unpackSnorm4x8 godot_unpackSnorm4x8 -#define packHalf2x16 godot_packHalf2x16 -#define unpackHalf2x16 godot_unpackHalf2x16 -#define packUnorm2x16 godot_packUnorm2x16 -#define unpackUnorm2x16 godot_unpackUnorm2x16 -#define packSnorm2x16 godot_packSnorm2x16 -#define unpackSnorm2x16 godot_unpackSnorm2x16 |