// cur vs prev2
ureg_TEX(shader, t_a, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_cur);
ureg_TEX(shader, t_b, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_prevprev);
- ureg_SUB(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_X), ureg_src(t_a), ureg_src(t_b));
+ ureg_ADD(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_X), ureg_src(t_a), ureg_negate(ureg_src(t_b)));
// prev vs next
ureg_TEX(shader, t_a, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_top), sampler_prev);
ureg_TEX(shader, t_b, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_top), sampler_next);
- ureg_SUB(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_Y), ureg_src(t_a), ureg_src(t_b));
+ ureg_ADD(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_Y), ureg_src(t_a), ureg_negate(ureg_src(t_b)));
} else {
/* interpolating bottom field -> current field is a top field */
// cur vs prev2
ureg_TEX(shader, t_a, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_top), sampler_cur);
ureg_TEX(shader, t_b, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_top), sampler_prevprev);
- ureg_SUB(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_X), ureg_src(t_a), ureg_src(t_b));
+ ureg_ADD(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_X), ureg_src(t_a), ureg_negate(ureg_src(t_b)));
// prev vs next
ureg_TEX(shader, t_a, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_prev);
ureg_TEX(shader, t_b, TGSI_TEXTURE_2D_ARRAY, ureg_src(t_comp_bot), sampler_next);
- ureg_SUB(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_Y), ureg_src(t_a), ureg_src(t_b));
+ ureg_ADD(shader, ureg_writemask(t_diff, TGSI_WRITEMASK_Y), ureg_src(t_a), ureg_negate(ureg_src(t_b)));
}
// absolute maximum of differences