mirror of https://github.com/PCSX2/pcsx2.git
gsdx sw: use accurate division for the C reference implementation
Speed isn't important here. It would allow to compare the rendering with the JIT implementation. If it is necessary we could an option for the JIT.
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@ -601,10 +601,8 @@ void GSDrawScanline::DrawScanline(int pixels, int left, int top, const GSVertexS
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{
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if(!sel.fst)
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{
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GSVector8 qrcp = q.rcp();
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u = GSVector8i(s * qrcp);
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v = GSVector8i(t * qrcp);
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u = GSVector8i(s / q);
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v = GSVector8i(t / q);
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}
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else
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{
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@ -905,10 +903,8 @@ void GSDrawScanline::DrawScanline(int pixels, int left, int top, const GSVertexS
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{
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if(!sel.fst)
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{
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GSVector8 qrcp = q.rcp();
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u = GSVector8i(s * qrcp);
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v = GSVector8i(t * qrcp);
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u = GSVector8i(s / q);
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v = GSVector8i(t / q);
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if(sel.ltf)
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{
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@ -1714,10 +1710,8 @@ void GSDrawScanline::DrawScanline(int pixels, int left, int top, const GSVertexS
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{
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if(!sel.fst)
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{
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GSVector4 qrcp = q.rcp();
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u = GSVector4i(s * qrcp);
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v = GSVector4i(t * qrcp);
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u = GSVector4i(s / q);
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v = GSVector4i(t / q);
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}
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else
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{
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@ -2031,10 +2025,8 @@ void GSDrawScanline::DrawScanline(int pixels, int left, int top, const GSVertexS
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{
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if(!sel.fst)
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{
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GSVector4 qrcp = q.rcp();
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u = GSVector4i(s * qrcp);
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v = GSVector4i(t * qrcp);
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u = GSVector4i(s / q);
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v = GSVector4i(t / q);
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if(sel.ltf)
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{
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