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authordegasus <wickmarkus@web.de>2014-02-24 16:15:44 +0100
committerdegasus <wickmarkus@web.de>2014-02-26 11:37:29 +0100
commit8a4aa8c1f5ff0db2b531405bb087c1f53d2da4be (patch)
treedfb9d41bb1b62affad7b17601bb4e5329423e224 /Source/Core/VideoCommon/TextureDecoder_x64.cpp
parentbd3beeb1843be807629bf9680fe7d27497606801 (diff)
Rewrite texture tiling implementation
inline halfxb So we know which is the first pixel by masking. inline xl inline xb a bit inline yl inline uv1.x shift remove likely wrong guessed ternary operator add pixel layout comment inline xel optimize the shifts a bit inline xb optimize shifts in a second step extract xb rename all variables calculate cache line by position.x Revert 5115b459f40d53044cd7a858f52e6e876e1211b4 "optimize the shifts a bit" It seems I was wrong, the other way is the more natural. use x_virtual_position instead of uv1.x for x_offset_in_block This looks more natural and the offset should be masked anyway. substitude factor with cache_lines move 32bit logic in a conditional block
Diffstat (limited to 'Source/Core/VideoCommon/TextureDecoder_x64.cpp')
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