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shader_recompiler: Use vector arithmetic rather than component-wise in ImageGatherSubpixelOffset
Should be more efficient and better readable
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@ -266,30 +266,21 @@ Id ImageGatherSubpixelOffset(EmitContext& ctx, const IR::TextureInstInfo& info,
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Id coords) {
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// Apply a subpixel offset of 1/512 the texel size of the texture to ensure same rounding on
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// AMD hardware as on Maxwell or other Nvidia architectures.
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const auto calculate_offset{[&](size_t dim) -> std::array<Id, 2> {
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const auto calculate_coords{[&](size_t dim) {
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const Id nudge{ctx.Const(0x1p-9f)};
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const Id image_size{ctx.OpImageQuerySizeLod(ctx.U32[dim], texture, ctx.u32_zero_value)};
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const Id offset_x{ctx.OpFDiv(
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ctx.F32[1], nudge,
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ctx.OpConvertUToF(ctx.F32[1], ctx.OpCompositeExtract(ctx.U32[1], image_size, 0)))};
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const Id offset_y{ctx.OpFDiv(
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ctx.F32[1], nudge,
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ctx.OpConvertUToF(ctx.F32[1], ctx.OpCompositeExtract(ctx.U32[1], image_size, 1)))};
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return {ctx.OpFAdd(ctx.F32[1], ctx.OpCompositeExtract(ctx.F32[1], coords, 0), offset_x),
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ctx.OpFAdd(ctx.F32[1], ctx.OpCompositeExtract(ctx.F32[1], coords, 1), offset_y)};
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Id offset{dim == 2 ? ctx.ConstantComposite(ctx.F32[dim], nudge, nudge)
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: ctx.ConstantComposite(ctx.F32[dim], nudge, nudge, ctx.f32_zero_value)};
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offset = ctx.OpFDiv(ctx.F32[dim], offset, ctx.OpConvertUToF(ctx.F32[dim], image_size));
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return ctx.OpFAdd(ctx.F32[dim], coords, offset);
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}};
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switch (info.type) {
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case TextureType::Color2D:
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case TextureType::Color2DRect: {
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const auto offset{calculate_offset(2)};
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return ctx.OpCompositeConstruct(ctx.F32[2], offset[0], offset[1]);
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}
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case TextureType::Color2DRect:
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return calculate_coords(2);
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case TextureType::ColorArray2D:
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case TextureType::ColorCube: {
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const auto offset{calculate_offset(3)};
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return ctx.OpCompositeConstruct(ctx.F32[3], offset[0], offset[1],
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ctx.OpCompositeExtract(ctx.F32[1], coords, 2));
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}
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case TextureType::ColorCube:
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return calculate_coords(3);
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default:
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return coords;
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}
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