Android: gl_shader_decompiler.cpp: get rid of the not-so-accurate multiplication (#7011)
This commit is contained in:
parent
483e877001
commit
053b3618dc
|
@ -828,13 +828,6 @@ private:
|
||||||
|
|
||||||
void Generate() {
|
void Generate() {
|
||||||
if (sanitize_mul) {
|
if (sanitize_mul) {
|
||||||
#ifdef ANDROID
|
|
||||||
// Use a cheaper sanitize_mul on Android, as mobile GPUs struggle here
|
|
||||||
// This seems to be sufficient at least for Ocarina of Time and Attack on Titan accurate
|
|
||||||
// multiplication bugs
|
|
||||||
shader.AddLine(
|
|
||||||
"#define sanitize_mul(lhs, rhs) mix(lhs * rhs, vec4(0.0), isnan(lhs * rhs))");
|
|
||||||
#else
|
|
||||||
shader.AddLine("vec4 sanitize_mul(vec4 lhs, vec4 rhs) {{");
|
shader.AddLine("vec4 sanitize_mul(vec4 lhs, vec4 rhs) {{");
|
||||||
++shader.scope;
|
++shader.scope;
|
||||||
shader.AddLine("vec4 product = lhs * rhs;");
|
shader.AddLine("vec4 product = lhs * rhs;");
|
||||||
|
@ -842,7 +835,6 @@ private:
|
||||||
"isnan(lhs)), isnan(product));");
|
"isnan(lhs)), isnan(product));");
|
||||||
--shader.scope;
|
--shader.scope;
|
||||||
shader.AddLine("}}\n");
|
shader.AddLine("}}\n");
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
|
|
||||||
shader.AddLine("vec4 get_offset_register(int base_index, int offset) {{");
|
shader.AddLine("vec4 get_offset_register(int base_index, int offset) {{");
|
||||||
|
|
Loading…
Reference in New Issue