Android: gl_shader_decompiler.cpp: get rid of the not-so-accurate multiplication (#7011)
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		| @@ -828,13 +828,6 @@ private: | ||||
|  | ||||
|     void Generate() { | ||||
|         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.scope; | ||||
|             shader.AddLine("vec4 product = lhs * rhs;"); | ||||
| @@ -842,7 +835,6 @@ private: | ||||
|                            "isnan(lhs)), isnan(product));"); | ||||
|             --shader.scope; | ||||
|             shader.AddLine("}}\n"); | ||||
| #endif | ||||
|         } | ||||
|  | ||||
|         shader.AddLine("vec4 get_offset_register(int base_index, int offset) {{"); | ||||
|   | ||||
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