ogl: optimize real xfb a bit

Both nvidia + mesa seems not to optimize x / (2**n) to x >> n, so we do it ourself.
This commit is contained in:
degasus 2014-02-16 15:17:21 +01:00
parent 6959a93599
commit 7f539b6033
1 changed files with 1 additions and 1 deletions

View File

@ -117,7 +117,7 @@ void CreatePrograms()
" ivec2 uv = ivec2(gl_FragCoord.xy);\n" " ivec2 uv = ivec2(gl_FragCoord.xy);\n"
// We switch top/bottom here. TODO: move this to screen blit. // We switch top/bottom here. TODO: move this to screen blit.
" ivec2 ts = textureSize(samp9, 0);\n" " ivec2 ts = textureSize(samp9, 0);\n"
" vec4 c0 = texelFetch(samp9, ivec2(uv.x/2, ts.y-uv.y-1), 0);\n" " vec4 c0 = texelFetch(samp9, ivec2(uv.x>>1, ts.y-uv.y-1), 0);\n"
" float y = mix(c0.b, c0.r, (uv.x & 1) == 1);\n" " float y = mix(c0.b, c0.r, (uv.x & 1) == 1);\n"
" float yComp = 1.164 * (y - 0.0625);\n" " float yComp = 1.164 * (y - 0.0625);\n"
" float uComp = c0.g - 0.5;\n" " float uComp = c0.g - 0.5;\n"