Merge pull request #9922 from Techjar/graphics-drivers-suck
VideoCommon: Expand vector comparisons instead of overloading any()
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1e3ea8c468
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@ -371,16 +371,6 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
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"int3 iround(float3 x) {{ return int3(round(x)); }}\n"
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"int3 iround(float3 x) {{ return int3(round(x)); }}\n"
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"int4 iround(float4 x) {{ return int4(round(x)); }}\n\n");
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"int4 iround(float4 x) {{ return int4(round(x)); }}\n\n");
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// GLSL's any() and all() only accept vector types, while HLSL's also accept scalar types. We're
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// adding these for convenience because while vector comparisons return a bool scalar in GLSL,
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// allowing the results to be used directly in an if statement, they return a bool vector in HLSL,
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// necessitating the use of any() or all() to reduce it to a scalar.
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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out.Write("bool any(bool b) {{ return b; }}\n"
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"bool all(bool b) {{ return b; }}\n\n");
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}
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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{
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out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp[8];\n");
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out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp[8];\n");
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@ -504,8 +494,11 @@ void UpdateBoundingBox(float2 rawpos) {{
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//
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//
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// For a more detailed explanation, see https://dolp.in/pr9801
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// For a more detailed explanation, see https://dolp.in/pr9801
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int2 int_efb_scale = iround(1 / {efb_scale}.xy);
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int2 int_efb_scale = iround(1 / {efb_scale}.xy);
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if (any(int2(rawpos) % int_efb_scale != int_efb_scale >> 1)) // divide by two
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if (int(rawpos.x) % int_efb_scale.x != int_efb_scale.x >> 1 ||
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int(rawpos.y) % int_efb_scale.y != int_efb_scale.y >> 1) // right shift for fast divide by two
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{{
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return;
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return;
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}}
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// The rightmost shaded pixel is not included in the right bounding box register,
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// The rightmost shaded pixel is not included in the right bounding box register,
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// such that width = right - left + 1. This has been verified on hardware.
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// such that width = right - left + 1. This has been verified on hardware.
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