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rsx: Rework texture coordinate handling to support clamping and a more sane scale-bias setup
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17 changed files with 239 additions and 99 deletions
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@ -1,10 +1,10 @@
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R"(
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#define ZCOMPARE_FUNC(index) _get_bits(TEX_FLAGS(index), DEPTH_COMPARE, 3)
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#define ZS_READ_MS(index, coord) vec2(sampleTexture2DMS(TEX_NAME(index), coord, index).r, float(sampleTexture2DMS(TEX_NAME_STENCIL(index), coord, index).x))
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#define TEX2D_MS(index, coord2) process_texel(sampleTexture2DMS(TEX_NAME(index), coord2, index), TEX_FLAGS(index))
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#define TEX2D_MS(index, coord2) _process_texel(sampleTexture2DMS(TEX_NAME(index), coord2, index), TEX_FLAGS(index))
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#define TEX2D_SHADOW_MS(index, coord3) vec4(comparison_passes(sampleTexture2DMS(TEX_NAME(index), coord3.xy, index).x, coord3.z, ZCOMPARE_FUNC(index)))
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#define TEX2D_SHADOWPROJ_MS(index, coord4) TEX2D_SHADOW_MS(index, (coord4.xyz / coord4.w))
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#define TEX2D_Z24X8_RGBA8_MS(index, coord2) process_texel(convert_z24x8_to_rgba8(ZS_READ_MS(index, coord2), texture_parameters[index].remap, TEX_FLAGS(index)), TEX_FLAGS(index))
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#define TEX2D_Z24X8_RGBA8_MS(index, coord2) _process_texel(convert_z24x8_to_rgba8(ZS_READ_MS(index, coord2), texture_parameters[index].remap, TEX_FLAGS(index)), TEX_FLAGS(index))
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vec3 compute2x2DownsampleWeights(const in float coord, const in float uv_step, const in float actual_step)
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{
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