Better tile scaling calc
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@ -302,6 +302,8 @@ void ComputeRenderer::Reset(GPU& gpu)
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void ComputeRenderer::SetRenderSettings(int scale, bool highResolutionCoordinates)
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{
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unsigned char TileScale;
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CurGLCompositor.SetScaleFactor(scale);
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if (ScaleFactor != -1)
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@ -315,7 +317,13 @@ void ComputeRenderer::SetRenderSettings(int scale, bool highResolutionCoordinate
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ScreenWidth = 256 * ScaleFactor;
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ScreenHeight = 192 * ScaleFactor;
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TileSize = std::min(8 << (ScaleFactor / 5), 32);
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//Starting at 4.5x we want to double TileSize every time scale doubles
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TileScale = 2 * ScaleFactor / 9;
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TileScale &= ~(TileScale >> 1);
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TileScale <<= 1;
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TileScale += TileScale == 0;
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TileSize = std::min(8 * TileScale, 32);
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CoarseTileCountY = TileSize < 32 ? 4 : 6;
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CoarseTileW = CoarseTileCountX * TileSize;
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CoarseTileH = CoarseTileCountY * TileSize;
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