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rsx: Improve comments/documentation around border color SEXT convert
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@ -315,6 +315,7 @@ namespace rsx
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// Border color is broken on PS3. The SNORM behavior is completely broken and behaves like BIASED renormalization instead.
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// To solve the mismatch, we need to first do a bit expansion on the value then store it as sign extended. The second part is a natural part of numbers on a binary system, so we only need to do the former.
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// Note that the input color is in BE order (BGRA) so we reverse the mask to match.
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static constexpr u32 expand4_lut[16] =
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{
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0x00000000u, // 0000
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@ -335,7 +336,7 @@ namespace rsx
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0xFFFFFFFFu // 1111
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};
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// Bit pattern expand and reverse BE -> LE using LUT
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// Bit pattern expand
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const u32 mask = expand4_lut[sext];
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// Now we perform the compensation operation
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@ -344,16 +345,14 @@ namespace rsx
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// Load
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const __m128i _0 = _mm_setzero_si128();
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const __m128i _128 = _mm_set1_epi32(128);
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const __m128i _127 = _mm_set1_epi32(127);
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const __m128i _255 = _mm_set1_epi32(255);
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const auto be_raw = be_t<u32>(raw);
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__m128i v = _mm_cvtsi32_si128(static_cast<u32>(be_raw));
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// Explode the bytes.
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__m128i v = _mm_cvtsi32_si128(raw);
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v = _mm_unpacklo_epi8(v, _0);
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v = _mm_unpacklo_epi16(v, _0); // [ 0, 64, 255, 128 ]
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v = _mm_unpacklo_epi16(v, _0);
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// Conversion: x = (y - 128)
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v = _mm_sub_epi32(v, _128); // [ -128, -64, 127, 0 ]
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v = _mm_sub_epi32(v, _128);
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// Convert to signed encoding (reverse sext)
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v = _mm_slli_epi32(v, 24);
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