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obs-transitions: Avoid branching in slide_transition.effect
Branching is not recommended in shaders and only recently gained widespread support without causing massive branch misprediction issues. Also sampling inside a branch will cause cache misses and additional texture load instructions.
This commit is contained in:
committed by
Michael Fabian Dirks
parent
7a077b311a
commit
0edaebe192
@@ -28,11 +28,12 @@ float4 PSSlide(VertData v_in) : TARGET
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{
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float2 tex_a_uv = v_in.uv + tex_a_dir;
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float2 tex_b_uv = v_in.uv - tex_b_dir;
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return (tex_a_uv.x - saturate(tex_a_uv.x) != 0.0) ||
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(tex_a_uv.y - saturate(tex_a_uv.y) != 0.0)
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? tex_b.Sample(textureSampler, tex_b_uv)
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: tex_a.Sample(textureSampler, tex_a_uv);
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float4 tex_a_sample = tex_a.Sample(textureSampler, tex_a_uv);
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float4 tex_b_sample = tex_b.Sample(textureSampler, tex_b_uv);
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float val = saturate(abs((tex_a_uv.x - saturate(tex_a_uv.x)) + (tex_a_uv.y - saturate(tex_a_uv.y))) * 65535);
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return lerp(tex_a_sample, tex_b_sample, val);
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}
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technique Slide
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