PixelShaderGen: extract iround
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2bc2b73e03
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c80717ac2e
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@ -124,8 +124,8 @@ static const char *tevAInputTable[] =
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static const char *tevRasTable[] =
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{
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"int4(round(colors_0 * 255.0))",
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"int4(round(colors_1 * 255.0))",
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"iround(colors_0 * 255.0)",
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"iround(colors_1 * 255.0)",
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"ERROR13", //2
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"ERROR14", //3
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"ERROR15", //4
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@ -193,6 +193,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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"\treturn tmp.x + tmp.y + tmp.z + tmp.w;\n"
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"}\n\n");
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// rounding + casting to integer at once in a single function
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out.Write("int iround(float x) { return int (round(x)); }\n"
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"int2 iround(float2 x) { return int2(round(x)); }\n"
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"int3 iround(float3 x) { return int3(round(x)); }\n"
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"int4 iround(float4 x) { return int4(round(x)); }\n\n");
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if (ApiType == API_OPENGL)
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{
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// Declare samplers
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@ -386,7 +392,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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out.Write("\t\tuv%d.xy = uv%d.xy / uv%d.z;\n", i, i, i);
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}
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out.Write("\tint2 fixpoint_uv%d = int2(round(uv%d.xy * " I_TEXDIMS"[%d].zw * 128.0));\n\n", i, i, i);
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out.Write("\tint2 fixpoint_uv%d = iround(uv%d.xy * " I_TEXDIMS"[%d].zw * 128.0);\n\n", i, i, i);
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// TODO: S24 overflows here?
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}
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}
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@ -473,12 +479,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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// The performance impact of this additional calculation doesn't matter, but it prevents
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// the host GPU driver from performing any early depth test optimizations.
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if (g_ActiveConfig.bFastDepthCalc)
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out.Write("\tint zCoord = int(round(rawpos.z * float(0xFFFFFF)));\n");
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out.Write("\tint zCoord = iround(rawpos.z * float(0xFFFFFF));\n");
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else
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{
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out.SetConstantsUsed(C_ZBIAS+1, C_ZBIAS+1);
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// the screen space depth value = far z + (clip z / clip w) * z range
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out.Write("\tint zCoord = " I_ZBIAS"[1].x + int(round((clipPos.z / clipPos.w) * float(" I_ZBIAS"[1].y)));\n");
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out.Write("\tint zCoord = " I_ZBIAS"[1].x + iround((clipPos.z / clipPos.w) * float(" I_ZBIAS"[1].y));\n");
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}
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// depth texture can safely be ignored if the result won't be written to the depth buffer (early_ztest) and isn't used for fog either
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@ -887,9 +893,9 @@ static inline void SampleTexture(T& out, const char *texcoords, const char *texs
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out.SetConstantsUsed(C_TEXDIMS+texmap,C_TEXDIMS+texmap);
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if (ApiType == API_D3D)
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out.Write("int4(round(255.0 * Tex%d.Sample(samp%d,%s.xy * " I_TEXDIMS"[%d].xy))).%s;\n", texmap,texmap, texcoords, texmap, texswap);
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out.Write("iround(255.0 * Tex%d.Sample(samp%d,%s.xy * " I_TEXDIMS"[%d].xy)).%s;\n", texmap,texmap, texcoords, texmap, texswap);
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else
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out.Write("int4(round(255.0 * texture(samp%d,%s.xy * " I_TEXDIMS"[%d].xy))).%s;\n", texmap, texcoords, texmap, texswap);
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out.Write("iround(255.0 * texture(samp%d,%s.xy * " I_TEXDIMS"[%d].xy)).%s;\n", texmap, texcoords, texmap, texswap);
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}
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static const char *tevAlphaFuncsTable[] =
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@ -1029,7 +1035,7 @@ static inline void WriteFog(T& out, pixel_shader_uid_data& uid_data)
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WARN_LOG(VIDEO, "Unknown Fog Type! %08x", bpmem.fog.c_proj_fsel.fsel);
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}
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out.Write("\tint ifog = int(round(fog * 256.0));\n");
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out.Write("\tint ifog = iround(fog * 256.0);\n");
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out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR".rgb * ifog) >> 8;\n");
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}
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