// Some GPUs use very inaccurate fixed-function circuits for rounding
// floating-point values to 8-bit outputs, leading to absurdities like
-// the roundoff point between 128 and 129 being 128.62 instead of 128.6.
+// the roundoff point between 128 and 129 being 128.62 instead of 128.5.
// We test, for every integer, x+0.48 and x+0.52 and check that they
// round the right way (giving some leeway, but not a lot); the number
// of errors are stored here.
//
-// If this value is above 0, the extension GL_EXT_gpu_shader4 is available
-// (giving round()) and you have enabled dithering, we will round off
-// explicitly at the very end of the shader.
+// If this value is above 0, we will round off explicitly at the very end
+// of the shader. Note the following limitations:
//
-// Note: I don't know of any cards that round off wrong (well, outside
-// our tolerance) and do not have this extension.
+// - The measurement is done on linear 8-bit, not any sRGB format,
+// 10-bit output, or the likes.
+// - This only covers the final pass; intermediates are not covered
+// (only relevant if you use e.g. GL_SRGB8 intermediates).
extern int movit_num_wrongly_rounded;
-extern bool movit_shader_rounding_supported;
-// Whether the GPU in use supports GL_EXT_texture_sRGB.
-extern bool movit_srgb_textures_supported;
+// Whether the OpenGL driver (or GPU) in use supports GL_ARB_timer_query.
+extern bool movit_timer_queries_supported;
// What shader model we are compiling for. This only affects the choice
// of a few files (like header.frag); most of the shaders are the same.
enum MovitShaderModel {
- MOVIT_GLSL_110,
+ MOVIT_GLSL_110, // No longer in use, but kept until next ABI break in order not to change the enums.
MOVIT_GLSL_130,
- MOVIT_ESSL_300
+ MOVIT_ESSL_300,
+ MOVIT_GLSL_150,
};
extern MovitShaderModel movit_shader_model;