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PixelShaderGen: Use new multiplier everywhere and directly cast to int instead or rounding.
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@ -563,12 +563,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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// The performance impact of this additional calculation doesn't matter, but it prevents
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// the host GPU driver from performing any early depth test optimizations.
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if (g_ActiveConfig.bFastDepthCalc)
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out.Write("\tint zCoord = iround(rawpos.z * float(0xFFFFFF));\n");
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out.Write("\tint zCoord = int(rawpos.z * 16777216.0);\n");
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else
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{
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out.SetConstantsUsed(C_ZBIAS+1, C_ZBIAS+1);
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// the screen space depth value = far z + (clip z / clip w) * z range
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out.Write("\tint zCoord = " I_ZBIAS"[1].x + iround((clipPos.z / clipPos.w) * float(" I_ZBIAS"[1].y));\n");
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out.Write("\tint zCoord = " I_ZBIAS"[1].x + int((clipPos.z / clipPos.w) * float(" I_ZBIAS"[1].y));\n");
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}
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// depth texture can safely be ignored if the result won't be written to the depth buffer (early_ztest) and isn't used for fog either
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@ -1169,13 +1169,13 @@ static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data)
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// TODO: Verify that we want to drop lower bits here! (currently taken over from software renderer)
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// Maybe we want to use "ze = (A << B_SHF)/((B << B_SHF) - Zs)" instead?
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// That's equivalent, but keeps the lower bits of Zs.
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out.Write("\tfloat ze = (" I_FOGF"[1].x * 16777215.0) / float(" I_FOGI".y - (zCoord >> " I_FOGI".w));\n");
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out.Write("\tfloat ze = (" I_FOGF"[1].x * 16777216.0) / float(" I_FOGI".y - (zCoord >> " I_FOGI".w));\n");
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}
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else
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{
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// orthographic
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// ze = a*Zs (here, no B_SHF)
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out.Write("\tfloat ze = " I_FOGF"[1].x * float(zCoord) / 16777215.0;\n");
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out.Write("\tfloat ze = " I_FOGF"[1].x * float(zCoord) / 16777216.0;\n");
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}
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// x_adjust = sqrt((x-center)^2 + k^2)/k
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