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graphicsdriver: Optimize shaders
Simplified the case when a color matrix is not used.
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@ -121,7 +121,6 @@ template<uint8_t address>
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struct GetColorFromTexel<FILTER_NEAREST, address> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, float scale) {
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constexpr sampler texture_sampler(filter::nearest);
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const float2 texel_size = 1 / source_size;
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float2 p = AdjustTexelByAddress<address>(v.tex, v.tex_region);
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if (p.x < v.tex_region[0] ||
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@ -203,13 +202,17 @@ float4 FragmentShaderImpl(
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constant float4& color_matrix_translation,
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constant float& scale) {
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float4 c = GetColorFromTexel<filter, address>().Do(v, texture, source_size, scale);
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c.rgb /= c.a + (1.0 - sign(c.a));
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if (useColorM) {
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c.rgb /= c.a + (1.0 - sign(c.a));
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c = (color_matrix_body * c) + color_matrix_translation;
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c *= v.color;
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c = clamp(c, 0.0, 1.0);
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c.rgb *= c.a;
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} else {
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float4 s = v.color;
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c *= float4(s.r, s.g, s.b, 1.0) * s.a;
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c = clamp(c, 0.0, c.a);
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}
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c *= v.color;
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c = clamp(c, 0.0, 1.0);
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c.rgb *= c.a;
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return c;
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}
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@ -256,19 +256,21 @@ void main(void) {
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color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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#endif
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#if defined(USE_COLOR_MATRIX)
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// Un-premultiply alpha.
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// When the alpha is 0, 1.0 - sign(alpha) is 1.0, which means division does nothing.
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color.rgb /= color.a + (1.0 - sign(color.a));
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#if defined(USE_COLOR_MATRIX)
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// Apply the color matrix or scale.
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color = (color_matrix_body * color) + color_matrix_translation;
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#endif
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color *= varying_color_scale;
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color = clamp(color, 0.0, 1.0);
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// Premultiply alpha
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color.rgb *= color.a;
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#else
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vec4 s = varying_color_scale;
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color *= vec4(s.r, s.g, s.b, 1.0) * s.a;
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color = clamp(color, 0.0, color.a);
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#endif
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gl_FragColor = color;
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}
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