TextureConversionShader: Fix XFB decoding shader for D3D

D3D has no mix() equivalent with a bool parameter. Compilers should be
able to optimize the ternary into a select anyway.
This commit is contained in:
Stenzek 2019-02-28 20:35:48 +10:00
parent 21d81f99ff
commit 8192c0dd48

View File

@ -1345,7 +1345,7 @@ static const std::map<TextureFormat, DecodingShaderInfo> s_decoding_shader_info{
int buffer_pos = int(u_src_offset + (uv.y * u_src_row_stride) + (uv.x / 2u));
float4 yuyv = float4(texelFetch(s_input_buffer, buffer_pos));
float y = mix(yuyv.r, yuyv.b, (uv.x & 1u) == 1u);
float y = (uv.x & 1u) != 0u ? yuyv.r : yuyv.g;
float yComp = 1.164 * (y - 16.0);
float uComp = yuyv.g - 128.0;