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gl_shader_decompiler: Improve performance of accurate_mul on Android.
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@ -514,11 +514,21 @@ private:
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}
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case OpCode::Id::RCP: {
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if (!sanitize_mul) {
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// When accurate multiplication is OFF, NaN are not really handled. This is a
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// workaround to cheaply avoid NaN. Fixes graphical issues in Ocarina of Time.
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shader.AddLine("if ({}.x != 0.0)", src1);
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}
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SetDest(swizzle, dest_reg, fmt::format("(1.0 / {}.x)", src1), 4, 1);
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break;
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}
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case OpCode::Id::RSQ: {
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if (!sanitize_mul) {
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// When accurate multiplication is OFF, NaN are not really handled. This is a
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// workaround to cheaply avoid NaN. Fixes graphical issues in Ocarina of Time.
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shader.AddLine("if ({}.x > 0.0)", src1);
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}
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SetDest(swizzle, dest_reg, fmt::format("inversesqrt({}.x)", src1), 4, 1);
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break;
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}
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@ -807,6 +817,13 @@ private:
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void Generate() {
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if (sanitize_mul) {
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#ifdef ANDROID
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// Use a cheaper sanitize_mul on Android, as mobile GPUs struggle here
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// This seems to be sufficient at least for Ocarina of Time and Attack on Titan accurate
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// multiplication bugs
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shader.AddLine(
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"#define sanitize_mul(lhs, rhs) mix(lhs * rhs, vec4(0.0), isnan(lhs * rhs))");
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#else
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shader.AddLine("vec4 sanitize_mul(vec4 lhs, vec4 rhs) {{");
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++shader.scope;
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shader.AddLine("vec4 product = lhs * rhs;");
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@ -814,6 +831,7 @@ private:
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"isnan(lhs)), isnan(product));");
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--shader.scope;
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shader.AddLine("}}\n");
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#endif
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}
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// Add declarations for registers
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