PixelShaderGen: Use bit shifts instead of multiplications as a small optimization.

This commit is contained in:
Tony Wasserka 2014-02-28 20:32:09 +01:00
parent 036a8c6951
commit 8b8bb04fd3
1 changed files with 8 additions and 8 deletions

View File

@ -101,10 +101,10 @@ static const char *tevKSelTableA[] = // KASEL
static const char *tevScaleTable[] = // CS
{
"*1", // SCALE_1
"*2", // SCALE_2
"*4", // SCALE_4
"/ 2", // DIVIDE_2
"", // SCALE_1
" << 1", // SCALE_2
" << 2", // SCALE_4
" >> 1", // DIVIDE_2
};
static const char *tevBiasTable[] = // TB
@ -802,10 +802,10 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
out.Write("((%s&255) * (int3(255,255,255) - (%s&255)) + (%s&255) * (%s&255)) / 255", tevCInputTable[cc.a], tevCInputTable[cc.c], tevCInputTable[cc.b], tevCInputTable[cc.c]);
out.Write("%s", tevBiasTable[cc.bias]);
out.Write(" %s", tevBiasTable[cc.bias]);
if (cc.shift > TEVSCALE_1)
out.Write(")%s", tevScaleTable[cc.shift]);
out.Write(") %s", tevScaleTable[cc.shift]);
}
else
{
@ -846,10 +846,10 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
out.Write("((%s.a&255) * (255 - (%s.a&255)) + (%s.a&255) * (%s.a&255)) / 255", tevAInputTable[ac.a], tevAInputTable[ac.c], tevAInputTable[ac.b], tevAInputTable[ac.c]);
out.Write("%s",tevBiasTable[ac.bias]);
out.Write(" %s",tevBiasTable[ac.bias]);
if (ac.shift>0)
out.Write(")%s", tevScaleTable[ac.shift]);
out.Write(") %s", tevScaleTable[ac.shift]);
}
else
{