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softgpu: Clamp/wrap textures at 512 pixels - #15999

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hrydgard merged 2 commits into
hrydgard:masterfrom
unknownbrackets:softgpu-texsize
Sep 11, 2022
Merged

hrydgard merged 2 commits into
hrydgard:masterfrom
unknownbrackets:softgpu-texsize

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@unknownbrackets

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This almost passes hrydgard/pspautotests#222, but doesn't quite because the minification (512 or more texels to 256 pixels) in the test seems to be slightly off. Still, it fixes the >= 512 sized texture behavior which might have some interesting effects.

Luckily, it's fairly cheap to do so.

-[Unknown]

Some math was overflowing in allocations, and it would allocate zero
bytes.  Let's just refuse textures more actively.
A texture larger than 512 is "valid", but simply wraps/clamps at 512.
Importantly, the texture coords are still calculated at the specified
size, which can be up to 32768.
@hrydgard

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I was thinking that we might want to do something for those PS3 remasters that do allow larger textures, but they already can't possibly work in the software renderer for a bunch of reasons, so, no :)

@hrydgard
hrydgard merged commit d86127a into hrydgard:master Sep 11, 2022
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Oh, hm, I'm not sure they can't possibly work? It's mostly doubled TCs which should work... I guess it's just display being higher.

-[Unknown]

@unknownbrackets
unknownbrackets deleted the softgpu-texsize branch September 11, 2022 13:56
@hrydgard

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Right, yeah, maybe they can run at PSP resolution. But since they were HLE emulated on the PS3, maybe they abuse PSP video memory in all kinds of interesting ways...

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