host_shaders: Simplifying a calculation

This commit is contained in:
¥IGA 2025-02-22 15:44:18 +01:00 committed by Xphalnos
parent 0aaeea4837
commit ad723492d0
9 changed files with 28 additions and 28 deletions

View File

@ -31,10 +31,10 @@ const uint lut_64bpp[16] = {
0x37363332, 0x3f3e3b3a,
};
#define MICRO_TILE_DIM (8)
#define MICRO_TILE_SZ (512)
#define TEXELS_PER_ELEMENT (1)
#define BPP (64)
#define MICRO_TILE_DIM 8
#define MICRO_TILE_SZ 512
#define TEXELS_PER_ELEMENT 1
#define BPP 64
void main() {
uint x = gl_GlobalInvocationID.x % info.pitch;

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@ -64,10 +64,10 @@ const uint lut_32bpp[][16] = {
}
};
#define MICRO_TILE_DIM (8)
#define MICRO_TILE_SZ (1024)
#define TEXELS_PER_ELEMENT (1)
#define BPP (32)
#define MICRO_TILE_DIM 8
#define MICRO_TILE_SZ 1024
#define TEXELS_PER_ELEMENT 1
#define BPP 32
void main() {
uint x = gl_GlobalInvocationID.x % info.pitch;

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@ -63,10 +63,10 @@ const uint lut_64bpp[][16] = {
},
};
#define MICRO_TILE_DIM (8)
#define MICRO_TILE_SZ (2048)
#define TEXELS_PER_ELEMENT (1)
#define BPP (64)
#define MICRO_TILE_DIM 8
#define MICRO_TILE_SZ 2048
#define TEXELS_PER_ELEMENT 1
#define BPP 64
void main() {
uint x = gl_GlobalInvocationID.x % info.pitch;

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@ -63,10 +63,10 @@ const uint lut_8bpp[][16] = {
},
};
#define MICRO_TILE_DIM (8)
#define MICRO_TILE_SZ (256)
#define TEXELS_PER_ELEMENT (1)
#define BPP (8)
#define MICRO_TILE_DIM 8
#define MICRO_TILE_SZ 256
#define TEXELS_PER_ELEMENT 1
#define BPP 8
shared uint scratch[16];

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@ -32,7 +32,7 @@ const uint rmort[16] = {
0x57475646, 0x77677666,
};
#define MICRO_TILE_DIM (8)
#define MICRO_TILE_DIM 8
void main() {
uint block_ofs = 4 * gl_GlobalInvocationID.x;

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@ -32,8 +32,8 @@ const uint rmort[16] = {
0x57475646, 0x77677666,
};
#define MICRO_TILE_DIM (8)
#define TEXELS_PER_ELEMENT (1)
#define MICRO_TILE_DIM 8
#define TEXELS_PER_ELEMENT 1
void main() {
uint tile_base = gl_GlobalInvocationID.x - gl_LocalInvocationID.x; // WG*16

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@ -32,7 +32,7 @@ const uint rmort[16] = {
0x57475646, 0x77677666,
};
#define MICRO_TILE_DIM (8)
#define MICRO_TILE_DIM 8
void main() {
uint block_ofs = 2 * gl_GlobalInvocationID.x;

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@ -16,7 +16,7 @@ layout(push_constant) uniform settings {
const float cutoff = 0.0031308, a = 1.055, b = 0.055, d = 12.92;
vec3 gamma(vec3 rgb) {
return mix(
a * pow(rgb, vec3(1.0 / (2.4 + 1.0 - pp.gamma))) - b,
a * pow(rgb, vec3(1.0 / (3.4 - pp.gamma))) - b,
d * rgb / pp.gamma,
lessThan(rgb, vec3(cutoff))
);