From 7f539b6033a07550000d33e8d6e4f8bf0fbf96cc Mon Sep 17 00:00:00 2001 From: degasus Date: Sun, 16 Feb 2014 15:17:21 +0100 Subject: [PATCH] ogl: optimize real xfb a bit Both nvidia + mesa seems not to optimize x / (2**n) to x >> n, so we do it ourself. --- Source/Core/VideoBackends/OGL/TextureConverter.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Core/VideoBackends/OGL/TextureConverter.cpp b/Source/Core/VideoBackends/OGL/TextureConverter.cpp index 753bd64ada..dbbb605f6b 100644 --- a/Source/Core/VideoBackends/OGL/TextureConverter.cpp +++ b/Source/Core/VideoBackends/OGL/TextureConverter.cpp @@ -117,7 +117,7 @@ void CreatePrograms() " ivec2 uv = ivec2(gl_FragCoord.xy);\n" // We switch top/bottom here. TODO: move this to screen blit. " ivec2 ts = textureSize(samp9, 0);\n" - " vec4 c0 = texelFetch(samp9, ivec2(uv.x/2, ts.y-uv.y-1), 0);\n" + " vec4 c0 = texelFetch(samp9, ivec2(uv.x>>1, ts.y-uv.y-1), 0);\n" " float y = mix(c0.b, c0.r, (uv.x & 1) == 1);\n" " float yComp = 1.164 * (y - 0.0625);\n" " float uComp = c0.g - 0.5;\n"