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synced 2025-07-21 13:20:57 -06:00
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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@ -165,7 +165,7 @@ private:
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int TileSize;
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static constexpr int CoarseTileCountX = 8;
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static constexpr int CoarseTileCountY = 4;
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int CoarseTileCountY;
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int CoarseTileW;
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int CoarseTileH;
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@ -340,7 +340,6 @@ const uint ResultAttrStart = ResultDepthStart+ScreenWidth*ScreenHeight*2;
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const char* Common = R"(
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const int CoarseTileCountX = 8;
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const int CoarseTileCountY = 4;
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const int CoarseTileW = (CoarseTileCountX * TileSize);
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const int CoarseTileH = (CoarseTileCountY * TileSize);
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