Use ReadOnlySpan<byte> compiler optimization in more places (#3853)
* Use ReadOnlySpan<byte> compiler optimization in more places * Revert changes in ShaderBinaries.cs * Remove unused using; * Use ReadOnlySpan<byte> compiler optimization in more places
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3 changed files with 15 additions and 21 deletions
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@ -63,7 +63,7 @@ namespace Ryujinx.Graphics.Nvdec.Vp9
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short dqv = dq[0];
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ReadOnlySpan<byte> cat6Prob = (xd.Bd == 12)
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? Luts.Vp9Cat6ProbHigh12
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: (xd.Bd == 10) ? new ReadOnlySpan<byte>(Luts.Vp9Cat6ProbHigh12).Slice(2) : Luts.Vp9Cat6Prob;
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: (xd.Bd == 10) ? Luts.Vp9Cat6ProbHigh12.Slice(2) : Luts.Vp9Cat6Prob;
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int cat6Bits = (xd.Bd == 12) ? 18 : (xd.Bd == 10) ? 16 : 14;
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// Keep value, range, and count as locals. The compiler produces better
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// results with the locals than using r directly.
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