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filter/blur: Don't pass bool as TEXCOORD1
Using a 'bool' as TEXCOORD1 is undefined behavior, so we should not abuse the intermediate shading storage like this. Fixes #559
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2 changed files with 5 additions and 8 deletions
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@ -65,20 +65,19 @@ struct VertDataIn {
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struct VertDataOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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bool is_odd : TEXCOORD1;
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};
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VertDataOut VSDefault(VertDataIn vtx) {
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VertDataOut vert_out;
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vert_out.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vtx.uv;
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vert_out.is_odd = ((int(round(pSize)) % 2) == 1);
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return vert_out;
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}
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// Blur 1 Dimensional
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float4 PSBlur1D(VertDataOut vtx) : TARGET {
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float4 final = pImage.Sample(linearSampler, vtx.uv);
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bool is_odd = ((int(round(pSize)) % 2) == 1);
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// y = yes, s = skip, b = break
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// Size-> | 1| 2| 3| 4| 5| 6| 7|
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@ -104,7 +103,7 @@ float4 PSBlur1D(VertDataOut vtx) : TARGET {
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final += pImage.Sample(linearSampler, vtx.uv + nstep) * 2.;
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final += pImage.Sample(linearSampler, vtx.uv - nstep) * 2.;
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}
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if (vtx.is_odd) {
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if (is_odd) {
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float2 nstep = (pImageTexel * pStepScale) * pSize;
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final += pImage.Sample(linearSampler, vtx.uv + nstep);
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final += pImage.Sample(linearSampler, vtx.uv - nstep);
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@ -71,14 +71,12 @@ struct VertDataIn {
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struct VertDataOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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bool is_odd : TEXCOORD1;
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};
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VertDataOut VSDefault(VertDataIn vtx) {
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VertDataOut vert_out;
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vert_out.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vtx.uv;
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vert_out.is_odd = ((int(round(pSize)) % 2) == 1);
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return vert_out;
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}
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@ -89,8 +87,8 @@ float GetKernelAt(int i) {
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// Blur 1 Dimensional
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float4 PSBlur1D(VertDataOut vtx) : TARGET {
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float4 final = pImage.Sample(linearSampler, vtx.uv)
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* GetKernelAt(0);
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float4 final = pImage.Sample(linearSampler, vtx.uv) * GetKernelAt(0);
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bool is_odd = ((int(round(pSize)) % 2) == 1);
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// y = yes, s = skip, b = break
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// Size-> | 1| 2| 3| 4| 5| 6| 7|
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@ -118,7 +116,7 @@ float4 PSBlur1D(VertDataOut vtx) : TARGET {
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final += pImage.Sample(linearSampler, vtx.uv + nstep) * kernel;
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final += pImage.Sample(linearSampler, vtx.uv - nstep) * kernel;
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}
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if (vtx.is_odd) {
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if (is_odd) {
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float kernel = GetKernelAt(pSize);
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float2 nstep = (pImageTexel * pStepScale) * pSize;
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final += pImage.Sample(linearSampler, vtx.uv + nstep) * kernel;
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