Welcome to mirror list, hosted at ThFree Co, Russian Federation.

github.com/KhronosGroup/SPIRV-Cross.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorHans-Kristian Arntzen <post@arntzen-software.no>2022-05-18 13:26:20 +0300
committerHans-Kristian Arntzen <post@arntzen-software.no>2022-05-18 17:37:33 +0300
commit23662668ddc143da50ee0ccef9a020d81800c9b5 (patch)
tree704638beccb72b67d8033dfe068a729b0c3a1e87 /reference/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag
parentd0c8dc30450351321e611b2888a48f8410226a4c (diff)
Attempt more optimal codegen for OpCompositeInsert.
Speculate that we can modify the SSA value in-place. As long as it is not used after the modify, this is fine. Also need to make sure we don't attempt to RMW something that is impossible to modify.
Diffstat (limited to 'reference/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag')
-rw-r--r--reference/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag6
1 files changed, 3 insertions, 3 deletions
diff --git a/reference/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag b/reference/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag
index 8bffca17..5017be6c 100644
--- a/reference/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag
+++ b/reference/shaders-ue4/asm/frag/subpass-input.msl23.framebuffer-fetch.asm.frag
@@ -206,9 +206,9 @@ fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_G
float4 _82 = _Globals.ScreenToShadowMatrix * float4((((gl_FragCoord.xy * View.View_BufferSizeAndInvSize.zw) - View.View_ScreenPositionScaleBias.wz) / View.View_ScreenPositionScaleBias.xy) * float2(_68), _68, 1.0);
float _118 = fast::clamp(((fast::clamp((ShadowDepthTexture.sample(ShadowDepthTextureSampler, (((_82.xyz / float3(_82.w)).xy * _Globals.ShadowTileOffsetAndSize.zw).xy + _Globals.ShadowTileOffsetAndSize.xy).xy, level(0.0)).xxx * float3(_Globals.SoftTransitionScale.z)) - float3((fast::min(_82.z, 0.999989986419677734375) * _Globals.SoftTransitionScale.z) - 1.0), float3(0.0), float3(1.0)).x - 0.5) * _Globals.ShadowSharpen) + 0.5, 0.0, 1.0);
float3 _127 = mix(_Globals.ModulatedShadowColor.xyz, float3(1.0), float3(mix(1.0, _118 * _118, _Globals.ShadowFadeFraction)));
- float4 _129 = float4(_127.x, _127.y, _127.z, _58.w);
- _129.w = 0.0;
- out.out_var_SV_Target0 = _129;
+ float4 _128 = float4(_127.x, _127.y, _127.z, _58.w);
+ _128.w = 0.0;
+ out.out_var_SV_Target0 = _128;
return out;
}