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config: Make sample_count
a pow/log-2 index
Sample counts increment in powers of two(1,2,4,8). Rather than storing a direct integer of the number of samples, just store the pow2 index.
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@ -475,7 +475,7 @@ struct Values {
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SwitchableSetting<bool> use_vsync_new{true, "use_vsync_new"};
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Setting<bool> use_shader_jit{true, "use_shader_jit"};
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SwitchableSetting<u32, true> resolution_factor{1, 0, 10, "resolution_factor"};
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SwitchableSetting<u8, true> sample_count{1, 0, 8, "sample_count"};
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SwitchableSetting<u8, true> sample_count{0, 0, 3, "sample_count"};
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SwitchableSetting<u16, true> frame_limit{100, 0, 1000, "frame_limit"};
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SwitchableSetting<TextureFilter> texture_filter{TextureFilter::None, "texture_filter"};
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SwitchableSetting<TextureSampling> texture_sampling{TextureSampling::GameControlled,
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@ -37,7 +37,7 @@ u8 RendererBase::GetSampleCount() const {
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return 1;
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}
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return Settings::values.sample_count.GetValue();
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return static_cast<u8>(1u << Settings::values.sample_count.GetValue());
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}
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void RendererBase::UpdateCurrentFramebufferLayout(bool is_portrait_mode) {
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@ -766,7 +766,7 @@ bool RasterizerVulkan::AccelerateDisplay(const Pica::FramebufferConfig& config,
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src_params.stride = pixel_stride;
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src_params.is_tiled = false;
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src_params.pixel_format = VideoCore::PixelFormatFromGPUPixelFormat(config.color_format);
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src_params.sample_count = Settings::values.sample_count.GetValue();
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src_params.sample_count = (1u << Settings::values.sample_count.GetValue());
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src_params.UpdateParams();
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const auto [src_surface_id, src_rect] =
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