Merge pull request #7456 from Tilka/drop_floor

VideoCommon: remove unnecessary floor()
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Tilka 2018-10-09 08:54:17 +01:00 committed by GitHub
commit bb6aff1d78
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3 changed files with 3 additions and 3 deletions

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@ -780,7 +780,7 @@ void Tev::Draw()
floatindex = MathUtil::Clamp(floatindex, 0.f, 9.f); // TODO: This shouldn't be necessary! floatindex = MathUtil::Clamp(floatindex, 0.f, 9.f); // TODO: This shouldn't be necessary!
// Get the two closest integer indices, look up the corresponding samples // Get the two closest integer indices, look up the corresponding samples
const int indexlower = (int)floor(floatindex); const int indexlower = (int)floatindex;
const int indexupper = indexlower + 1; const int indexupper = indexlower + 1;
// Look up coefficient... Seems like multiplying by 4 makes Fortune Street work properly (fog // Look up coefficient... Seems like multiplying by 4 makes Fortune Street work properly (fog
// is too strong without the factor) // is too strong without the factor)

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@ -1354,7 +1354,7 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
out.SetConstantsUsed(C_FOGF, C_FOGF); out.SetConstantsUsed(C_FOGF, C_FOGF);
out.Write("\tfloat offset = (2.0 * (rawpos.x / " I_FOGF ".w)) - 1.0 - " I_FOGF ".z;\n"); out.Write("\tfloat offset = (2.0 * (rawpos.x / " I_FOGF ".w)) - 1.0 - " I_FOGF ".z;\n");
out.Write("\tfloat floatindex = clamp(9.0 - abs(offset) * 9.0, 0.0, 9.0);\n"); out.Write("\tfloat floatindex = clamp(9.0 - abs(offset) * 9.0, 0.0, 9.0);\n");
out.Write("\tuint indexlower = uint(floor(floatindex));\n"); out.Write("\tuint indexlower = uint(floatindex);\n");
out.Write("\tuint indexupper = indexlower + 1u;\n"); out.Write("\tuint indexupper = indexlower + 1u;\n");
out.Write("\tfloat klower = " I_FOGRANGE "[indexlower >> 2u][indexlower & 3u];\n"); out.Write("\tfloat klower = " I_FOGRANGE "[indexlower >> 2u][indexlower & 3u];\n");
out.Write("\tfloat kupper = " I_FOGRANGE "[indexupper >> 2u][indexupper & 3u];\n"); out.Write("\tfloat kupper = " I_FOGRANGE "[indexupper >> 2u][indexupper & 3u];\n");

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@ -1171,7 +1171,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
" // ze *= x_adjust\n" " // ze *= x_adjust\n"
" float offset = (2.0 * (rawpos.x / " I_FOGF ".w)) - 1.0 - " I_FOGF ".z;\n" " float offset = (2.0 * (rawpos.x / " I_FOGF ".w)) - 1.0 - " I_FOGF ".z;\n"
" float floatindex = clamp(9.0 - abs(offset) * 9.0, 0.0, 9.0);\n" " float floatindex = clamp(9.0 - abs(offset) * 9.0, 0.0, 9.0);\n"
" uint indexlower = uint(floor(floatindex));\n" " uint indexlower = uint(floatindex);\n"
" uint indexupper = indexlower + 1u;\n" " uint indexupper = indexlower + 1u;\n"
" float klower = " I_FOGRANGE "[indexlower >> 2u][indexlower & 3u];\n" " float klower = " I_FOGRANGE "[indexlower >> 2u][indexlower & 3u];\n"
" float kupper = " I_FOGRANGE "[indexupper >> 2u][indexupper & 3u];\n" " float kupper = " I_FOGRANGE "[indexupper >> 2u][indexupper & 3u];\n"