mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hack: remove an extra offset + duplicate linear computing
Initially code aligned texture on pixel boundary + 1/16th. It seems to work without it.
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@ -282,21 +282,41 @@ void GSRendererHW::RoundSpriteOffset()
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// will be sampled so (t0 - 8) and (t1 - 8 + 16) must be valid.
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//
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// Minus half for t1 case might be too much
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if (tx0 <= tx1) {
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v[i].U = tx0 + half + 1;
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v[i+1].U = tx1 - half + 1 + 15;
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if (linear) {
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if (tx0 <= tx1) {
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v[i].U = tx0 + half;
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v[i+1].U = tx1 - half + 16;
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} else {
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v[i].U = tx0 + 15;
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v[i+1].U = tx1 + 15 + 16;
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}
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} else {
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v[i].U = tx0 + 15;
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v[i+1].U = tx1 + 15 + 16;
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if (tx0 <= tx1) {
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v[i].U = tx0;
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v[i+1].U = tx1 + 16;
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} else {
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v[i].U = tx0 + 15;
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v[i+1].U = tx1 + 15 + 16;
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}
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}
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#endif
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#if 1
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if (ty0 <= ty1) {
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v[i].V = ty0 + half + 1;
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v[i+1].V = ty1 - half + 1 + 15;
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if (linear) {
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if (ty0 <= ty1) {
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v[i].V = ty0 + half;
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v[i+1].V = ty1 - half + 16;
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} else {
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v[i].V = ty0 + 15;
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v[i+1].V = ty1 + 15 + 16;
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}
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} else {
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v[i].V = ty0 + 15;
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v[i+1].V = ty1 + 15 + 16;
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if (ty0 <= ty1) {
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v[i].V = ty0;
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v[i+1].V = ty1 + 16;
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} else {
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v[i].V = ty0 + 15;
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v[i+1].V = ty1 + 15 + 16;
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}
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}
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#endif
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