ogl: optimize real xfb a bit
Both nvidia + mesa seems not to optimize x / (2**n) to x >> n, so we do it ourself.
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@ -117,7 +117,7 @@ void CreatePrograms()
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" ivec2 uv = ivec2(gl_FragCoord.xy);\n"
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" ivec2 uv = ivec2(gl_FragCoord.xy);\n"
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// We switch top/bottom here. TODO: move this to screen blit.
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// We switch top/bottom here. TODO: move this to screen blit.
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" ivec2 ts = textureSize(samp9, 0);\n"
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" ivec2 ts = textureSize(samp9, 0);\n"
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" vec4 c0 = texelFetch(samp9, ivec2(uv.x/2, ts.y-uv.y-1), 0);\n"
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" vec4 c0 = texelFetch(samp9, ivec2(uv.x>>1, ts.y-uv.y-1), 0);\n"
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" float y = mix(c0.b, c0.r, (uv.x & 1) == 1);\n"
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" float y = mix(c0.b, c0.r, (uv.x & 1) == 1);\n"
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" float yComp = 1.164 * (y - 0.0625);\n"
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" float yComp = 1.164 * (y - 0.0625);\n"
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" float uComp = c0.g - 0.5;\n"
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" float uComp = c0.g - 0.5;\n"
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