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
This commit is contained in:
@ -63,7 +63,7 @@ namespace Ryujinx.Graphics.Nvdec.Vp9
|
||||
short dqv = dq[0];
|
||||
ReadOnlySpan<byte> cat6Prob = (xd.Bd == 12)
|
||||
? Luts.Vp9Cat6ProbHigh12
|
||||
: (xd.Bd == 10) ? new ReadOnlySpan<byte>(Luts.Vp9Cat6ProbHigh12).Slice(2) : Luts.Vp9Cat6Prob;
|
||||
: (xd.Bd == 10) ? Luts.Vp9Cat6ProbHigh12.Slice(2) : Luts.Vp9Cat6Prob;
|
||||
int cat6Bits = (xd.Bd == 12) ? 18 : (xd.Bd == 10) ? 16 : 14;
|
||||
// Keep value, range, and count as locals. The compiler produces better
|
||||
// results with the locals than using r directly.
|
||||
|
Reference in New Issue
Block a user