Merge pull request #2855 from Armada651/revert-clamp

Revert "VideoCommon: Clamp integer conversions."
This commit is contained in:
Markus Wick 2015-08-17 15:01:27 +02:00
commit 239ad678f1
3 changed files with 8 additions and 8 deletions

View File

@ -146,7 +146,7 @@ const char depth_matrix_program[] = {
" in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0){\n"
" float4 texcol = Tex0.Sample(samp0,uv0);\n"
" int depth = clamp(int((1.0 - texcol.x) * 16777216.0), 0, 0xFFFFFF);\n"
" int depth = int((1.0 - texcol.x) * 16777216.0);\n"
// Convert to Z24 format
" int4 workspace;\n"
@ -180,7 +180,7 @@ const char depth_matrix_program_msaa[] = {
" for(int i = 0; i < SAMPLES; ++i)\n"
" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
" texcol /= SAMPLES;\n"
" int depth = clamp(int((1.0 - texcol.x) * 16777216.0), 0, 0xFFFFFF);\n"
" int depth = int((1.0 - texcol.x) * 16777216.0);\n"
// Convert to Z24 format
" int4 workspace;\n"

View File

@ -362,7 +362,7 @@ void TextureCache::CompileShaders()
"\n"
"void main(){\n"
" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
" int depth = clamp(int(texcol.x * 16777216.0), 0, 0xFFFFFF);\n"
" int depth = int(texcol.x * 16777216.0);\n"
// Convert to Z24 format
" ivec4 workspace;\n"

View File

@ -492,7 +492,7 @@ static void WriteZ16Encoder(char*& p,API_TYPE ApiType)
WriteSampleColor(p, "r", "depth", 0, ApiType);
if (ApiType == API_D3D) WRITE(p, "depth = 1.0f - depth;\n");
WRITE(p, " depth = clamp(depth * 16777216.0, 0.0, float(0xFFFFFF));\n");
WRITE(p, " depth *= 16777216.0;\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
WRITE(p, " expanded.g = floor(depth / 256.0);\n");
@ -503,7 +503,7 @@ static void WriteZ16Encoder(char*& p,API_TYPE ApiType)
WriteSampleColor(p, "r", "depth", 1, ApiType);
if (ApiType == API_D3D) WRITE(p, "depth = 1.0f - depth;\n");
WRITE(p, " depth = clamp(depth * 16777216.0, 0.0, float(0xFFFFFF));\n");
WRITE(p, " depth *= 16777216.0;\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
WRITE(p, " expanded.g = floor(depth / 256.0);\n");
@ -526,7 +526,7 @@ static void WriteZ16LEncoder(char*& p,API_TYPE ApiType)
WriteSampleColor(p, "r", "depth", 0, ApiType);
if (ApiType == API_D3D) WRITE(p, "depth = 1.0f - depth;\n");
WRITE(p, " depth = clamp(depth * 16777216.0, 0.0, float(0xFFFFFF));\n");
WRITE(p, " depth *= 16777216.0;\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
WRITE(p, " expanded.g = floor(depth / 256.0);\n");
@ -539,7 +539,7 @@ static void WriteZ16LEncoder(char*& p,API_TYPE ApiType)
WriteSampleColor(p, "r", "depth", 1, ApiType);
if (ApiType == API_D3D) WRITE(p, "depth = 1.0f - depth;\n");
WRITE(p, " depth = clamp(depth * 16777216.0, 0.0, float(0xFFFFFF));\n");
WRITE(p, " depth *= 16777216.0;\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
WRITE(p, " expanded.g = floor(depth / 256.0);\n");
@ -568,7 +568,7 @@ static void WriteZ24Encoder(char*& p, API_TYPE ApiType)
for (int i = 0; i < 2; i++)
{
WRITE(p, " depth%i = clamp(depth%i * 16777216.0, 0.0, float(0xFFFFFF));\n", i, i);
WRITE(p, " depth%i *= 16777216.0;\n", i);
WRITE(p, " expanded%i.r = floor(depth%i / (256.0 * 256.0));\n", i, i);
WRITE(p, " depth%i -= expanded%i.r * 256.0 * 256.0;\n", i, i);