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softgpu: Correct simple rectangles with mipmaps.
Might be used for fonts, we could potentially check for bias/slope, but mipmaps are uncommon in direct through draws anyway.
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@ -270,8 +270,7 @@ bool RectangleFastPath(const VertexData &v0, const VertexData &v1, BinManager &b
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// Currently only works for TL/BR, which is the most common but not required.
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bool orient_check = xdiff >= 0 && ydiff >= 0;
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// We already have a fast path for clear in ClearRectangle.
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bool state_check = !state.pixelID.clearMode && NoClampOrWrap(v0.texturecoords) && NoClampOrWrap(v1.texturecoords);
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// TODO: No mipmap levels? Might be a font at level 1...
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bool state_check = !state.pixelID.clearMode && !state.samplerID.hasAnyMips && NoClampOrWrap(v0.texturecoords) && NoClampOrWrap(v1.texturecoords);
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if ((coord_check || !state.enableTextures) && orient_check && state_check) {
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binner.AddSprite(v0, v1);
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return true;
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4
test.py
4
test.py
@ -160,6 +160,8 @@ tests_good = [
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"gpu/texfunc/decal",
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"gpu/texfunc/modulate",
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"gpu/texfunc/replace",
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"gpu/textures/mipmap",
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"gpu/textures/rotate",
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"hash/hash",
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"hle/check_not_used_uids",
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"intr/intr",
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@ -400,8 +402,6 @@ tests_next = [
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"gpu/signals/jumps",
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"gpu/signals/simple",
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"gpu/simple/simple",
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"gpu/textures/mipmap",
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"gpu/textures/rotate",
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"gpu/triangle/triangle",
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"gpu/vertices/colors",
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"gpu/vertices/texcoords",
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