mirror of https://github.com/PCSX2/pcsx2.git
Shaders/FXAA: Fix warnings with Vulkan compiler
This commit is contained in:
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0cb9655523
commit
d32d8cc0ec
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@ -102,19 +102,19 @@ struct FxaaTex { SamplerState smpl; Texture2D tex; };
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#define FxaaEdgeThreshold 0.063
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#define FxaaEdgeThresholdMin 0.00
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 2.0
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#define FXAA_QUALITY__P7 2.0
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#define FXAA_QUALITY__P8 2.0
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#define FXAA_QUALITY__P9 2.0
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#define FXAA_QUALITY__P10 4.0
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#define FXAA_QUALITY__P11 8.0
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#define FXAA_QUALITY__P12 8.0
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#define FXAA_QUALITY_P0 1.0
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#define FXAA_QUALITY_P1 1.5
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#define FXAA_QUALITY_P2 2.0
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#define FXAA_QUALITY_P3 2.0
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#define FXAA_QUALITY_P4 2.0
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#define FXAA_QUALITY_P5 2.0
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#define FXAA_QUALITY_P6 2.0
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#define FXAA_QUALITY_P7 2.0
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#define FXAA_QUALITY_P8 2.0
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#define FXAA_QUALITY_P9 2.0
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#define FXAA_QUALITY_P10 4.0
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#define FXAA_QUALITY_P11 8.0
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#define FXAA_QUALITY_P12 8.0
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/*------------------------------------------------------------------------------
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[GAMMA PREPASS CODE SECTION]
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@ -285,11 +285,11 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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if( horzSpan) posB.y += lengthSign * 0.5;
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float2 posN;
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posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
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posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
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posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
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posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
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float2 posP;
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posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
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posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
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posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
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posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
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float subpixD = ((-2.0)*subpixC) + 3.0;
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float lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
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float subpixE = subpixC * subpixC;
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@ -304,11 +304,11 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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lumaEndP -= lumaNN * 0.5;
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bool doneN = abs(lumaEndN) >= gradientScaled;
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bool doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
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bool doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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@ -317,11 +317,11 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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@ -330,11 +330,11 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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@ -343,11 +343,11 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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@ -356,11 +356,11 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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@ -369,11 +369,11 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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@ -382,11 +382,11 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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@ -395,11 +395,11 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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@ -408,11 +408,11 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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@ -421,11 +421,11 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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@ -434,11 +434,11 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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@ -447,11 +447,11 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
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}}}}}}}}}}}
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float dstN = posM.x - posN.x;
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