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VideoCommon: remove unnecessary trunc()
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@ -379,11 +379,6 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
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"int3 iround(float3 x) { return int3(round(x)); }\n"
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"int4 iround(float4 x) { return int4(round(x)); }\n\n");
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out.Write("int itrunc(float x) { return int (trunc(x)); }\n"
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"int2 itrunc(float2 x) { return int2(trunc(x)); }\n"
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"int3 itrunc(float3 x) { return int3(trunc(x)); }\n"
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"int4 itrunc(float4 x) { return int4(trunc(x)); }\n\n");
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if (ApiType == APIType::OpenGL)
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{
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out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp[8];\n");
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@ -661,7 +656,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
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out.SetConstantsUsed(C_TEXDIMS, C_TEXDIMS + uid_data->genMode_numtexgens - 1);
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for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
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{
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out.Write("\tint2 fixpoint_uv%d = itrunc(", i);
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out.Write("\tint2 fixpoint_uv%d = int2(", i);
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out.Write("(uv%d.z == 0.0 ? uv%d.xy : uv%d.xy / uv%d.z)", i, i, i, i);
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out.Write(" * " I_TEXDIMS "[%d].zw);\n", i);
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// TODO: S24 overflows here?
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