#include <epoxy/wgl.h>
#else
#include <epoxy/glx.h>
+#include <epoxy/egl.h>
#endif
using namespace std;
{
if (movit_shader_model == MOVIT_GLSL_130) {
return read_file(base + ".130." + extension);
+ } else if (movit_shader_model == MOVIT_GLSL_150) {
+ return read_file(base + ".150." + extension);
} else if (movit_shader_model == MOVIT_ESSL_300) {
return read_file(base + ".300es." + extension);
} else {
}
// Round to the desired precision. Note that this might take z outside the 0..1 range.
- *offset = from_fp64<DestFloat>(pos1 + z * (pos2 - pos1));
- z = (to_fp64(*offset) - pos1) / (pos2 - pos1);
+ *offset = from_fp32<DestFloat>(pos1 + z * (pos2 - pos1));
+ z = (to_fp32(*offset) - pos1) / (pos2 - pos1);
// Round to the minimum number of bits we have measured earlier.
// The card will do this for us anyway, but if we know what the real z
// w = (a(1-z) + bz) / ((1-z)² + z²)
//
// If z had infinite precision, this would simply reduce to w = w1 + w2.
- *total_weight = from_fp64<DestFloat>((w1 + z * (w2 - w1)) / (z * z + (1 - z) * (1 - z)));
+ *total_weight = from_fp32<DestFloat>((w1 + z * (w2 - w1)) / (z * z + (1 - z) * (1 - z)));
if (sum_sq_error != NULL) {
- float err1 = to_fp64(*total_weight) * (1 - z) - w1;
- float err2 = to_fp64(*total_weight) * z - w2;
+ float err1 = to_fp32(*total_weight) * (1 - z) - w1;
+ float err2 = to_fp32(*total_weight) * z - w2;
*sum_sq_error = err1 * err1 + err2 * err2;
}
}
#elif defined(WIN32)
return (void *)wglGetCurrentContext();
#else
+ void *ret = (void *)eglGetCurrentContext();
+ if (ret != NULL) {
+ return ret;
+ }
return (void *)glXGetCurrentContext();
#endif
}