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synced 2025-07-12 03:05:14 -04:00
Fix some color foibles (more yet remain)
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@ -351,7 +351,7 @@ void iter(
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*accbuf = pix;
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{{elif info.acc_mode == 'deferred'}}
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// 'color' gets the top 9 bits. TODO: add dithering via precalc.
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uint32_t icolor = cc * 512.0f;
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uint32_t icolor = fminf(1.0f, cc) * 511.0f;
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asm("bfi.b32 %0, %1, %0, 23, 9;" : "+r"(i) : "r"(icolor));
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*log = i;
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{{endif}}
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@ -377,8 +377,8 @@ __device__
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void write_shmem_helper(
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float4 *acc,
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const int glo_idx,
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const int dr,
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const int gb
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const uint32_t dr,
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const uint32_t gb
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) {
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float4 pix = acc[glo_idx];
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pix.x += (dr & 0xffff) / 255.0f;
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@ -461,7 +461,7 @@ write_shmem(
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bfe_decl(shr_addr, entry, 0, SHAB);
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bfe_decl(color, entry, 23, 9);
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float colorf = color / 512.0f;
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float colorf = color / 511.0f;
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float4 outcol = tex2D(palTex, colorf, time);
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// TODO: change texture sampler to return shorts and avoid this
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