GS:HW: Remove comment on rgba to 8i only-blue optimization

Doesn't seem to improve anything anymore (GPUs do this with csel now anyways, it's like 5 instructions with no divergence)
This commit is contained in:
TellowKrinkle 2022-10-15 19:49:31 -05:00 committed by lightningterror
parent c6add663f8
commit 1ad6605dfb
3 changed files with 0 additions and 37 deletions

View File

@ -262,14 +262,6 @@ PS_OUTPUT ps_convert_rgba_8i(PS_INPUT input)
{
PS_OUTPUT output;
// Potential speed optimization. There is a high probability that
// game only want to extract a single channel (blue). It will allow
// to remove most of the conditional operation and yield a +2/3 fps
// boost on MGS3
//
// Hypothesis wrong in Prince of Persia ... Seriously WTF !
//#define ONLY_BLUE;
// Convert a RGBA texture into a 8 bits packed texture
// Input column: 8x2 RGBA pixels
// 0: 8 RGBA
@ -298,13 +290,9 @@ PS_OUTPUT ps_convert_rgba_8i(PS_INPUT input)
coord *= PS_SCALE_FACTOR;
float4 pixel = Texture.Load(int3(int2(coord), 0));
#ifdef ONLY_BLUE
output.c = (float4)(pixel.b); // Divide by something here?
#else
float2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
float sel1 = (pos.x & 8u) == 0u ? sel0.x : sel0.y;
output.c = (float4)(sel1); // Divide by something here?
#endif
return output;
}

View File

@ -208,15 +208,6 @@ void ps_convert_rgb5a1_float16_biln()
#ifdef ps_convert_rgba_8i
void ps_convert_rgba_8i()
{
// Potential speed optimization. There is a high probability that
// game only want to extract a single channel (blue). It will allow
// to remove most of the conditional operation and yield a +2/3 fps
// boost on MGS3
//
// Hypothesis wrong in Prince of Persia ... Seriously WTF !
//#define ONLY_BLUE;
// Convert a RGBA texture into a 8 bits packed texture
// Input column: 8x2 RGBA pixels
// 0: 8 RGBA
@ -245,13 +236,9 @@ void ps_convert_rgba_8i()
coord *= PS_SCALE_FACTOR;
vec4 pixel = texelFetch(TextureSampler, ivec2(coord), 0);
#ifdef ONLY_BLUE
SV_Target0 = vec4(pixel.b);
#else
vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
float sel1 = (pos.x & 8u) == 0u ? sel0.x : sel0.y;
SV_Target0 = vec4(sel1);
#endif
}
#endif

View File

@ -243,14 +243,6 @@ void ps_convert_rgb5a1_float16_biln()
#ifdef ps_convert_rgba_8i
void ps_convert_rgba_8i()
{
// Potential speed optimization. There is a high probability that
// game only want to extract a single channel (blue). It will allow
// to remove most of the conditional operation and yield a +2/3 fps
// boost on MGS3
//
// Hypothesis wrong in Prince of Persia ... Seriously WTF !
//#define ONLY_BLUE;
// Convert a RGBA texture into a 8 bits packed texture
// Input column: 8x2 RGBA pixels
// 0: 8 RGBA
@ -279,13 +271,9 @@ void ps_convert_rgba_8i()
coord *= PS_SCALE_FACTOR;
vec4 pixel = texelFetch(samp0, ivec2(coord), 0);
#ifdef ONLY_BLUE
o_col0 = vec4(pixel.b); // Divide by something here?
#else
vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
float sel1 = (pos.x & 8u) == 0u ? sel0.x : sel0.y;
o_col0 = vec4(sel1); // Divide by something here?
#endif
}
#endif