mirror of https://github.com/PCSX2/pcsx2.git
glsl: use an explicit cast insead of notEqual function
If the compiler didn't optimize the code, it will be a bit faster
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@ -283,12 +283,10 @@ vec4 sample_color(vec2 st, float q)
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// PERF: see the impact of the exansion before/after the interpolation
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// PERF: see the impact of the exansion before/after the interpolation
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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{
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{
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// FIXME GLSL any only support bvec so try to mix it with notEqual
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bvec3 rgb_check = notEqual( c[i].rgb, vec3(0.0f, 0.0f, 0.0f) );
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#if ((PS_FMT & ~FMT_PAL) == FMT_24)
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#if ((PS_FMT & ~FMT_PAL) == FMT_24)
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c[i].a = ( (PS_AEM == 0) || any(rgb_check) ) ? TA.x : 0.0f;
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c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
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#elif ((PS_FMT & ~FMT_PAL) == FMT_16)
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#elif ((PS_FMT & ~FMT_PAL) == FMT_16)
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c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(rgb_check) ) ? TA.x : 0.0f;
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c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
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#endif
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#endif
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}
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}
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@ -1034,12 +1034,10 @@ static const char* tfx_fs_all_glsl =
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" // PERF: see the impact of the exansion before/after the interpolation\n"
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" // PERF: see the impact of the exansion before/after the interpolation\n"
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" for (int i = 0; i < 4; i++)\n"
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" for (int i = 0; i < 4; i++)\n"
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" {\n"
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" {\n"
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" // FIXME GLSL any only support bvec so try to mix it with notEqual\n"
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" bvec3 rgb_check = notEqual( c[i].rgb, vec3(0.0f, 0.0f, 0.0f) );\n"
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"#if ((PS_FMT & ~FMT_PAL) == FMT_24)\n"
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"#if ((PS_FMT & ~FMT_PAL) == FMT_24)\n"
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" c[i].a = ( (PS_AEM == 0) || any(rgb_check) ) ? TA.x : 0.0f;\n"
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" c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;\n"
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"#elif ((PS_FMT & ~FMT_PAL) == FMT_16)\n"
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"#elif ((PS_FMT & ~FMT_PAL) == FMT_16)\n"
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" c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(rgb_check) ) ? TA.x : 0.0f;\n"
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" c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;\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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"\n"
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"\n"
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