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Use a different CoarseTileCountY with size 32 tiles
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@ -53,6 +53,8 @@ bool ComputeRenderer::CompileShader(GLuint& shader, const std::string& source, c
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shaderSource += std::to_string(MaxWorkTiles);
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shaderSource += "\n#define TileSize ";
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shaderSource += std::to_string(TileSize);
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shaderSource += "\nconst int CoarseTileCountY = ";
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shaderSource += std::to_string(CoarseTileCountY) + ";";
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shaderSource += ComputeRendererShaders::Common;
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shaderSource += source;
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@ -314,6 +316,7 @@ void ComputeRenderer::SetRenderSettings(int scale, bool highResolutionCoordinate
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ScreenHeight = 192 * ScaleFactor;
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TileSize = std::min(8 << (ScaleFactor / 5), 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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