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video_core: Use un-shifted block sizes to avoid integer divisions
Instead of storing all block width, height and depths in their shifted form: block_width = 1U << block_shift; Store them like they are provided by the emulated hardware (their block_shift form). This way we can avoid doing the costly Common::AlignUp operation to align texture sizes and drop CPU integer divisions with bitwise logic (defined in Common::AlignBits).
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10 changed files with 78 additions and 60 deletions
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@ -59,11 +59,11 @@ public:
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};
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u32 BlockHeight() const {
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return 1 << block_height;
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return block_height;
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}
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u32 BlockDepth() const {
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return 1 << block_depth;
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return block_depth;
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}
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};
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