mirror of https://github.com/PCSX2/pcsx2.git
gsdx: add/update comment
Need to investigate why the number of vertex is different in upscaled resolution
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@ -511,7 +511,7 @@ void GSRendererHW::Draw()
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// Mipmap Linear. Both layers are sampled, only take the big one
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// Mipmap Linear. Both layers are sampled, only take the big one
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lod = std::max<int>((int)floor(m_vt.m_lod.x), 0);
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lod = std::max<int>((int)floor(m_vt.m_lod.x), 0);
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} else {
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} else {
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// On GS lod is an int with 4 decimal digit.
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// On GS lod is a fixed float number 7:4 (4 bit for the frac part)
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lod = std::max<int>((int)round(m_vt.m_lod.x + 0.0625), 0);
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lod = std::max<int>((int)round(m_vt.m_lod.x + 0.0625), 0);
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}
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}
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}
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}
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@ -2617,6 +2617,8 @@ __forceinline void GSState::VertexKick(uint32 skip)
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case GS_TRIANGLESTRIP:
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case GS_TRIANGLESTRIP:
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case GS_TRIANGLEFAN:
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case GS_TRIANGLEFAN:
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case GS_SPRITE:
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case GS_SPRITE:
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// FIXME: GREG I don't understand the purpose of the m_nativeres check
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// It impacts badly the number of draw call in the HW renderer.
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test |= m_nativeres ? pmin.eq16(pmax).zwzwl() : pmin.eq16(pmax);
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test |= m_nativeres ? pmin.eq16(pmax).zwzwl() : pmin.eq16(pmax);
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break;
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break;
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default:
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default:
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