ureg_FLR(shader, ureg_writemask(t_array[22], TGSI_WRITEMASK_XY),
ureg_src(t_array[22]));
- ureg_DIV(shader, ureg_writemask(t_array[22], TGSI_WRITEMASK_XY),
- ureg_src(t_array[22]), ureg_imm2f(shader, video_width, video_height));
- ureg_ADD(shader, ureg_writemask(t_array[22], TGSI_WRITEMASK_XY),
- ureg_src(t_array[22]), half_pixel);
+
+ ureg_MAD(shader, ureg_writemask(t_array[22], TGSI_WRITEMASK_XY),
+ ureg_src(t_array[22]),
+ ureg_imm2f(shader, 1.0f / video_width, 1.0f / video_height),
+ half_pixel);
/*
* t_array[0..*] = vtex + offset[0..*]