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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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.. | ||
astc.cpp | ||
astc.h | ||
convert.cpp | ||
convert.h | ||
decoders.cpp | ||
decoders.h | ||
texture.h |