#include <epoxy/wgl.h>
#else
#include <epoxy/glx.h>
+#include <epoxy/egl.h>
#endif
using namespace std;
string read_version_dependent_file(const string &base, const string &extension)
{
- if (movit_shader_model == MOVIT_GLSL_110) {
- return read_file(base + "." + extension);
- } else if (movit_shader_model == MOVIT_GLSL_130) {
+ 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 {
}
template<class DestFloat>
-void combine_two_samples(float w1, float w2, float pos1, float pos2, unsigned size,
+void combine_two_samples(float w1, float w2, float pos1, float pos2, float num_subtexels, float inv_num_subtexels,
DestFloat *offset, DestFloat *total_weight, float *sum_sq_error)
{
assert(movit_initialized);
// 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
// is, we can pick a better total_weight below.
- z *= size; // Move to pixel coordinates,
- z = lrintf(z / movit_texel_subpixel_precision) * movit_texel_subpixel_precision; // Round.
- z /= size; // Move back to normalized coordinates.
+ z = lrintf(z * num_subtexels) * inv_num_subtexels;
// Choose total weight w so that we minimize total squared error
// for the effective weights:
// w = (a(1-z) + bz) / ((1-z)² + z²)
//
// If z had infinite precision, this would simply reduce to w = w1 + w2.
- *total_weight = (w1 * (1 - z) + w2 * z) / (z * z + (1 - z) * (1 - z));
+ *total_weight = from_fp64<DestFloat>((w1 + z * (w2 - w1)) / (z * z + (1 - z) * (1 - z)));
if (sum_sq_error != NULL) {
- float err1 = *total_weight * (1 - z) - w1;
- float err2 = *total_weight * z - w2;
+ float err1 = to_fp64(*total_weight) * (1 - z) - w1;
+ float err2 = to_fp64(*total_weight) * z - w2;
*sum_sq_error = err1 * err1 + err2 * err2;
}
}
// Explicit instantiations.
template
-void combine_two_samples<float>(float w1, float w2, float pos1, float pos2, unsigned size,
+void combine_two_samples<float>(float w1, float w2, float pos1, float pos2, float num_subtexels, float inv_num_subtexels,
float *offset, float *total_weight, float *sum_sq_error);
template
-void combine_two_samples<fp16_int_t>(float w1, float w2, float pos1, float pos2, unsigned size,
+void combine_two_samples<fp16_int_t>(float w1, float w2, float pos1, float pos2, float num_subtexels, float inv_num_subtexels,
fp16_int_t *offset, fp16_int_t *total_weight, float *sum_sq_error);
GLuint fill_vertex_attribute(GLuint glsl_program_num, const string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data)
#elif defined(WIN32)
return (void *)wglGetCurrentContext();
#else
- return (void *)glXGetCurrentContext();
+ void *ret = (void *)glXGetCurrentContext();
+ if (ret != NULL) {
+ return ret;
+ }
+ return (void *)eglGetCurrentContext();
#endif
}