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author Ryan Holtz <rholtz@batcountryentertainment.com>2011-06-03 14:38:59 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2011-06-03 14:38:59 +0000
commit771b77142fe1ac7e7ced80234de8e0579b881e3d (patch)
treebed9b96c3f5045d96b9569368894da77d0711cf2 /hlsl
parentd059d832c3a5ebbbc220497daf35405166c4219d (diff)
Fix for performance regression and slider regression in HLSL, also re-enabling pixel prescaling in yiq_encode.fx. No whatsnew.
Diffstat (limited to 'hlsl')
-rw-r--r--hlsl/yiq_decode.fx4
-rw-r--r--hlsl/yiq_encode.fx8
2 files changed, 6 insertions, 6 deletions
diff --git a/hlsl/yiq_decode.fx b/hlsl/yiq_decode.fx
index c25d9d5405c..61ba590717a 100644
--- a/hlsl/yiq_decode.fx
+++ b/hlsl/yiq_decode.fx
@@ -74,7 +74,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.x -= 0.5f;
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
- Output.Coord0.xy = Input.TexCoord + 0.5f / float2(RawWidth, RawHeight);
+ Output.Coord0.xy = Input.TexCoord;
Output.Coord0.zw = float2(1.0f / RawWidth, 0.0f);
return Output;
@@ -122,7 +122,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
float4 CoordX = Input.Coord0.x + Input.Coord0.z * n4 * 0.25f;
float4 CoordY = Input.Coord0.y;
float2 TexCoord = float2(CoordX.r, CoordY.r);
- float4 C = tex2D(CompositeSampler, TexCoord + float2(0.125f, 0.0f) / RawDims) * CRange + MinC;
+ float4 C = tex2D(CompositeSampler, TexCoord + float2(0.625f, 0.4f) / RawDims) * CRange + MinC;
float4 WT = W * (CoordX * WidthRatio + AValue * CoordY * 2.0f * (RawHeight / HeightRatio) + BValue) + OValue;
float4 SincYIn = PI2 * Fc_y * n4;
diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx
index c1c0079dd1a..d9c888d5a3c 100644
--- a/hlsl/yiq_encode.fx
+++ b/hlsl/yiq_encode.fx
@@ -93,10 +93,10 @@ float4 ps_main(PS_INPUT Input) : COLOR
float2 Scaler = float2(RawWidth, RawHeight);
float2 InvRatios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
- float2 Coord0 = Input.Coord0 + float2(0.00f, 0.0f) / Scaler;
- float2 Coord1 = Input.Coord1 + float2(0.25f, 0.0f) / Scaler;
- float2 Coord2 = Input.Coord2 + float2(0.50f, 0.0f) / Scaler;
- float2 Coord3 = Input.Coord3 + float2(0.75f, 0.0f) / Scaler;
+ float2 Coord0 = Input.Coord0 + float2(PValue * 0.00f, 0.0f) / Scaler;
+ float2 Coord1 = Input.Coord1 + float2(PValue * 0.25f, 0.0f) / Scaler;
+ float2 Coord2 = Input.Coord2 + float2(PValue * 0.50f, 0.0f) / Scaler;
+ float2 Coord3 = Input.Coord3 + float2(PValue * 0.75f, 0.0f) / Scaler;
float2 TexelOffset = 0.5f / Scaler;
float3 Texel0 = tex2D(DiffuseSampler, Coord0 + TexelOffset).rgb;