dont use ES 3.1+ APIs
FSR assumes modern OpenGL. The functions that pose problem are in fact never used in filament, so it doesn't matter how they're implemented. We use the HLSL version instead.
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committed by
Mathias Agopian
parent
f7a630d614
commit
24d1e9c3d2
@@ -649,11 +649,10 @@
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AU3 AAbsSU3(AU3 a){return AU3(abs(ASU3(a)));}
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AU4 AAbsSU4(AU4 a){return AU4(abs(ASU4(a)));}
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//------------------------------------------------------------------------------------------------------------------------------
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AU1 ABfe(AU1 src,AU1 off,AU1 bits){return bitfieldExtract(src,ASU1(off),ASU1(bits));}
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AU1 ABfi(AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));}
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// Proxy for V_BFI_B32 where the 'mask' is set as 'bits', 'mask=(1<<bits)-1', and 'bits' needs to be an immediate.
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AU1 ABfiM(AU1 src,AU1 ins,AU1 bits){return bitfieldInsert(src,ins,0,ASU1(bits));}
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//------------------------------------------------------------------------------------------------------------------------------
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AU1 ABfe(highp AU1 src,AU1 off,AU1 bits){AU1 mask=(1u<<bits)-1u;return (src>>off)&mask;}
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AU1 ABfi(highp AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));}
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AU1 ABfiM(highp AU1 src,AU1 ins,AU1 bits){AU1 mask=(1u<<bits)-1u;return (ins&mask)|(src&(~mask));}
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//------------------------------------------------------------------------------------------------------------------------------
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// V_MED3_F32.
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AF1 AClampF1(AF1 x,AF1 n,AF1 m){return clamp(x,n,m);}
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AF2 AClampF2(AF2 x,AF2 n,AF2 m){return clamp(x,n,m);}
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