mirror of https://github.com/PCSX2/pcsx2.git
gsdx-tc: use a single shader pass to convert texture in 8 bits format
It might save a couple of fps Add a define to test the perf if we keep only the blue channel. It brokes the code in Prince Of Persia that use the Red/Green channel... Maybe the speed hack :( Or find a way to replace all if with a lookup table Note: it is only supported on OpenGL currently
This commit is contained in:
parent
2ecca529d1
commit
6121677aa1
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@ -28,6 +28,14 @@
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#pragma pack(push, 1)
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#pragma pack(push, 1)
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class ConvertConstantBuffer
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{
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public:
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GSVector4i ScalingFactor;
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ConvertConstantBuffer() {memset(this, 0, sizeof(*this));}
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};
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class MergeConstantBuffer
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class MergeConstantBuffer
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{
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{
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public:
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public:
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@ -39,6 +39,7 @@ static const uint32 g_merge_cb_index = 10;
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static const uint32 g_interlace_cb_index = 11;
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static const uint32 g_interlace_cb_index = 11;
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static const uint32 g_shadeboost_cb_index = 12;
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static const uint32 g_shadeboost_cb_index = 12;
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static const uint32 g_fx_cb_index = 14;
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static const uint32 g_fx_cb_index = 14;
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static const uint32 g_convert_index = 15;
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bool GSDeviceOGL::m_debug_gl_call = false;
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bool GSDeviceOGL::m_debug_gl_call = false;
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int GSDeviceOGL::s_n = 0;
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int GSDeviceOGL::s_n = 0;
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@ -103,6 +104,7 @@ GSDeviceOGL::~GSDeviceOGL()
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delete m_convert.dss;
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delete m_convert.dss;
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delete m_convert.dss_write;
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delete m_convert.dss_write;
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delete m_convert.bs;
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delete m_convert.bs;
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delete m_convert.cb;
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// Clean m_fxaa
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// Clean m_fxaa
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delete m_fxaa.cb;
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delete m_fxaa.cb;
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@ -242,6 +244,12 @@ bool GSDeviceOGL::Create(GSWnd* wnd)
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// ****************************************************************
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// ****************************************************************
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// convert
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// convert
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// ****************************************************************
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// ****************************************************************
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m_convert.cb = new GSUniformBufferOGL(g_convert_index, sizeof(ConvertConstantBuffer));
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// Upload once and forget about it
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ConvertConstantBuffer cb;
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cb.ScalingFactor = GSVector4i(theApp.GetConfig("nativeres", 0) ? 1 : theApp.GetConfig("upscale_multiplier", 2));
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m_convert.cb->upload(&cb);
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m_convert.vs = m_shader->Compile("convert.glsl", "vs_main", GL_VERTEX_SHADER, convert_glsl);
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m_convert.vs = m_shader->Compile("convert.glsl", "vs_main", GL_VERTEX_SHADER, convert_glsl);
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for(size_t i = 0; i < countof(m_convert.ps); i++)
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for(size_t i = 0; i < countof(m_convert.ps); i++)
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m_convert.ps[i] = m_shader->Compile("convert.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, convert_glsl);
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m_convert.ps[i] = m_shader->Compile("convert.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, convert_glsl);
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@ -504,6 +504,7 @@ class GSDeviceOGL : public GSDevice
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GSDepthStencilOGL* dss;
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GSDepthStencilOGL* dss;
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GSDepthStencilOGL* dss_write;
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GSDepthStencilOGL* dss_write;
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GSBlendStateOGL* bs;
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GSBlendStateOGL* bs;
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GSUniformBufferOGL* cb;
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} m_convert;
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} m_convert;
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struct {
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struct {
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@ -820,8 +820,9 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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// Shader 11 convert depth to color
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// Shader 11 convert depth to color
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// Shader 14 convert 32 bits color to 8 bits color
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// Shader 14 convert 32 bits color to 8 bits color
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int shader = dst->m_type != RenderTarget ? 11 : 0;
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int shader = dst->m_type != RenderTarget ? 11 : 0;
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bool is_8bits = TEX0.PSM == PSM_PSMT8 && IsOpenGL();
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if (TEX0.PSM == PSM_PSMT8) {
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if (is_8bits) {
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GL_INS("Reading RT as a packed-indexed 8 bits format");
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GL_INS("Reading RT as a packed-indexed 8 bits format");
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shader = 14; // ask a conversion to 8 bits format
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shader = 14; // ask a conversion to 8 bits format
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}
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}
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@ -847,29 +848,15 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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}
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}
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// Unscale 8 bits textures, quality won't be nice but format is really awful
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// Code won't be compatible with MSAA but it is a DX issue
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if (TEX0.PSM == PSM_PSMT8) {
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GSVector2 old_scale = dst->m_texture->GetScale();
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if (old_scale != GSVector2(1.0f, 1.0f)) {
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GSVector2i size = dst->m_texture->GetSize();
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tmp = dst->m_texture;
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dst->m_texture = m_renderer->m_dev->CreateRenderTarget(size.x, size.y, false);
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GSVector4 sRect(0.0, 0.0, old_scale.x, old_scale.y);
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GSVector4 dRect(0.0, 0.0, size.x, size.y);
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m_renderer->m_dev->StretchRect(tmp, sRect, dst->m_texture, dRect, 0, false);
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dst->m_texture->SetScale(GSVector2(1.0f, 1.0f));
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}
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}
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// do not round here!!! if edge becomes a black pixel and addressing mode is clamp => everything outside the clamped area turns into black (kh2 shadows)
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// do not round here!!! if edge becomes a black pixel and addressing mode is clamp => everything outside the clamped area turns into black (kh2 shadows)
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int w = (int)(dst->m_texture->GetScale().x * tw);
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int w = (int)(dst->m_texture->GetScale().x * tw);
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int h = (int)(dst->m_texture->GetScale().y * th);
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int h = (int)(dst->m_texture->GetScale().y * th);
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if (is_8bits) {
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// Unscale 8 bits textures, quality won't be nice but format is really awful
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w = tw;
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h = th;
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}
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GSVector2i dstsize = dst->m_texture->GetSize();
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GSVector2i dstsize = dst->m_texture->GetSize();
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@ -955,19 +942,22 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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// FIXME: The scaling will create a bad offset. For example if texture coordinate start at 0.5 (pixel 0)
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// FIXME: The scaling will create a bad offset. For example if texture coordinate start at 0.5 (pixel 0)
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// At 2x it will become 0.5/128 * 256 = 1 (pixel 1)
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// At 2x it will become 0.5/128 * 256 = 1 (pixel 1)
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if(w > dstsize.x)
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if (!is_8bits) {
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// 8 bits handling is special due to unscaling. It is better to not execute this code
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if (w > dstsize.x)
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{
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{
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scale.x = (float)dstsize.x / tw;
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scale.x = (float)dstsize.x / tw;
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dRect.z = (float)dstsize.x * scale.x / dst->m_texture->GetScale().x;
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dRect.z = (float)dstsize.x * scale.x / dst->m_texture->GetScale().x;
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w = dstsize.x;
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w = dstsize.x;
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}
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}
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if(h > dstsize.y)
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if (h > dstsize.y)
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{
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{
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scale.y = (float)dstsize.y / th;
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scale.y = (float)dstsize.y / th;
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dRect.w = (float)dstsize.y * scale.y / dst->m_texture->GetScale().y;
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dRect.w = (float)dstsize.y * scale.y / dst->m_texture->GetScale().y;
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h = dstsize.y;
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h = dstsize.y;
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}
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}
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}
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GSVector4 sRect(0, 0, w, h);
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GSVector4 sRect(0, 0, w, h);
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@ -70,6 +70,11 @@ layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
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layout(binding = 0) uniform sampler2D TextureSampler;
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layout(binding = 0) uniform sampler2D TextureSampler;
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#endif
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#endif
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layout(std140, binding = 15) uniform cb15
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{
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ivec4 ScalingFactor;
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};
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vec4 sample_c()
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vec4 sample_c()
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{
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{
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return texture(TextureSampler, PSin_t );
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return texture(TextureSampler, PSin_t );
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@ -199,6 +204,15 @@ void ps_main13()
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#ifdef ps_main14
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#ifdef ps_main14
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void ps_main14()
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void ps_main14()
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{
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{
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// Potential speed optimization. There is a high probability that
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// game only want to extract a single channel (blue). It will allow
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// to remove most of the conditional operation and yield a +2/3 fps
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// boost on MGS3
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//
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// Hypothesis wrong in Prince of Persia ... Seriously WTF !
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//#define ONLY_BLUE;
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// Convert a RGBA texture into a 8 bits packed texture
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// Convert a RGBA texture into a 8 bits packed texture
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// Input column: 8x2 RGBA pixels
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// Input column: 8x2 RGBA pixels
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// 0: 8 RGBA
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// 0: 8 RGBA
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@ -208,7 +222,6 @@ void ps_main14()
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// 1: 8 R | 8 B
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// 1: 8 R | 8 B
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// 2: 8 G | 8 A
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// 2: 8 G | 8 A
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// 3: 8 G | 8 A
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// 3: 8 G | 8 A
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float c;
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float c;
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uvec2 sel = uvec2(gl_FragCoord.xy) % uvec2(16u, 16u);
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uvec2 sel = uvec2(gl_FragCoord.xy) % uvec2(16u, 16u);
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@ -218,15 +231,20 @@ void ps_main14()
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int txN = tb.x | (int(gl_FragCoord.x) & 7);
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int txN = tb.x | (int(gl_FragCoord.x) & 7);
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int txH = tb.x | ((int(gl_FragCoord.x) + 4) & 7);
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int txH = tb.x | ((int(gl_FragCoord.x) + 4) & 7);
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txN *= ScalingFactor.x;
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txH *= ScalingFactor.x;
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ty *= ScalingFactor.y;
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// TODO investigate texture gather
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vec4 cN = texelFetch(TextureSampler, ivec2(txN, ty), 0);
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vec4 cN = texelFetch(TextureSampler, ivec2(txN, ty), 0);
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vec4 cH = texelFetch(TextureSampler, ivec2(txH, ty), 0);
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vec4 cH = texelFetch(TextureSampler, ivec2(txH, ty), 0);
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// Potential speed optimization. There is a high probability that
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// game only want to extract a single channel (blue). It will allow
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// to remove the sel.x condition check
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if ((sel.y & 4u) == 0u) {
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if ((sel.y & 4u) == 0u) {
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// Column 0 and 2
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// Column 0 and 2
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#ifdef ONLY_BLUE
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c = cN.b;
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#else
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if ((sel.y & 3u) < 2u) {
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if ((sel.y & 3u) < 2u) {
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// first 2 lines of the col
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// first 2 lines of the col
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if (sel.x < 8u)
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if (sel.x < 8u)
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else
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else
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c = cH.a;
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c = cH.a;
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}
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}
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#endif
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} else {
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} else {
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#ifdef ONLY_BLUE
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c = cH.b;
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#else
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// Column 1 and 3
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// Column 1 and 3
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if ((sel.y & 3u) < 2u) {
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if ((sel.y & 3u) < 2u) {
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// first 2 lines of the col
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// first 2 lines of the col
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else
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else
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c = cN.a;
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c = cN.a;
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}
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}
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#endif
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}
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}
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"layout(binding = 0) uniform sampler2D TextureSampler;\n"
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"layout(binding = 0) uniform sampler2D TextureSampler;\n"
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"#endif\n"
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"#endif\n"
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"\n"
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"\n"
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"layout(std140, binding = 15) uniform cb15\n"
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"{\n"
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" ivec4 ScalingFactor;\n"
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"};\n"
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"\n"
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"vec4 sample_c()\n"
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"vec4 sample_c()\n"
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"{\n"
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"{\n"
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" return texture(TextureSampler, PSin_t );\n"
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" return texture(TextureSampler, PSin_t );\n"
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@ -224,6 +229,15 @@ static const char* convert_glsl =
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"#ifdef ps_main14\n"
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"#ifdef ps_main14\n"
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"void ps_main14()\n"
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"void ps_main14()\n"
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"{\n"
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"{\n"
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"\n"
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" // Potential speed optimization. There is a high probability that\n"
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" // game only want to extract a single channel (blue). It will allow\n"
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" // to remove most of the conditional operation and yield a +2/3 fps\n"
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" // boost on MGS3\n"
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" //\n"
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" // Hypothesis wrong in Prince of Persia ... Seriously WTF !\n"
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"//#define ONLY_BLUE;\n"
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"\n"
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" // Convert a RGBA texture into a 8 bits packed texture\n"
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" // Convert a RGBA texture into a 8 bits packed texture\n"
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" // Input column: 8x2 RGBA pixels\n"
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" // Input column: 8x2 RGBA pixels\n"
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" // 0: 8 RGBA\n"
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" // 0: 8 RGBA\n"
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" // 1: 8 R | 8 B\n"
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" // 1: 8 R | 8 B\n"
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" // 2: 8 G | 8 A\n"
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" // 2: 8 G | 8 A\n"
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" // 3: 8 G | 8 A\n"
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" // 3: 8 G | 8 A\n"
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"\n"
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" float c;\n"
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" float c;\n"
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"\n"
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"\n"
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" uvec2 sel = uvec2(gl_FragCoord.xy) % uvec2(16u, 16u);\n"
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" uvec2 sel = uvec2(gl_FragCoord.xy) % uvec2(16u, 16u);\n"
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" int txN = tb.x | (int(gl_FragCoord.x) & 7);\n"
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" int txN = tb.x | (int(gl_FragCoord.x) & 7);\n"
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" int txH = tb.x | ((int(gl_FragCoord.x) + 4) & 7);\n"
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" int txH = tb.x | ((int(gl_FragCoord.x) + 4) & 7);\n"
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"\n"
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"\n"
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" txN *= ScalingFactor.x;\n"
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" txH *= ScalingFactor.x;\n"
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" ty *= ScalingFactor.y;\n"
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"\n"
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" // TODO investigate texture gather\n"
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" vec4 cN = texelFetch(TextureSampler, ivec2(txN, ty), 0);\n"
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" vec4 cN = texelFetch(TextureSampler, ivec2(txN, ty), 0);\n"
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" vec4 cH = texelFetch(TextureSampler, ivec2(txH, ty), 0);\n"
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" vec4 cH = texelFetch(TextureSampler, ivec2(txH, ty), 0);\n"
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"\n"
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"\n"
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" // Potential speed optimization. There is a high probability that\n"
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" // game only want to extract a single channel (blue). It will allow\n"
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" // to remove the sel.x condition check\n"
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"\n"
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"\n"
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" if ((sel.y & 4u) == 0u) {\n"
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" if ((sel.y & 4u) == 0u) {\n"
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" // Column 0 and 2\n"
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" // Column 0 and 2\n"
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"#ifdef ONLY_BLUE\n"
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" c = cN.b;\n"
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"#else\n"
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" if ((sel.y & 3u) < 2u) {\n"
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" if ((sel.y & 3u) < 2u) {\n"
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" // first 2 lines of the col\n"
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" // first 2 lines of the col\n"
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" if (sel.x < 8u)\n"
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" if (sel.x < 8u)\n"
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" else\n"
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" else\n"
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" c = cH.a;\n"
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" c = cH.a;\n"
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" }\n"
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" }\n"
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"#endif\n"
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" } else {\n"
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" } else {\n"
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"#ifdef ONLY_BLUE\n"
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" c = cH.b;\n"
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"#else\n"
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" // Column 1 and 3\n"
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" // Column 1 and 3\n"
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" if ((sel.y & 3u) < 2u) {\n"
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" if ((sel.y & 3u) < 2u) {\n"
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" // first 2 lines of the col\n"
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" // first 2 lines of the col\n"
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@ -278,6 +300,7 @@ static const char* convert_glsl =
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" else\n"
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" else\n"
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" c = cN.a;\n"
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" c = cN.a;\n"
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" }\n"
|
" }\n"
|
||||||
|
"#endif\n"
|
||||||
" }\n"
|
" }\n"
|
||||||
"\n"
|
"\n"
|
||||||
"\n"
|
"\n"
|
||||||
|
|
Loading…
Reference in New Issue