yuzu-emu
/
yuzu
Archived
1
0
Fork 0

shader_recompiler: Use vector arithmetic rather than component-wise in ImageGatherSubpixelOffset

Should be more efficient and better readable
This commit is contained in:
Wollnashorn 2023-04-05 18:00:35 +02:00
parent fe91066f46
commit 82b78cde73
1 changed files with 9 additions and 18 deletions

View File

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