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SoftGPU: Draw sprites that texture from themselves in the GE's pixel order
A sprite that reads what it draws goes through the texture cache pixel by pixel: rows left to right, top to bottom, texture lines loaded as samples first read them, and pixels reaching memory a 16-byte block at a time, a pixel after the next block starts (four with bilinear filtering). Fitted to geprobe exp81 and exp204-exp209 on hardware; Split Second's blur passes now match the PSP. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -342,7 +342,7 @@ void DrawSprite(const VertexData &v0, const VertexData &v1, const BinCoords &ran
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uint16_t texbufw = state.texbufw[0];
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// We won't flush, since we compile all samplers together.
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Sampler::FetchFunc fetchFunc = Sampler::GetFetchFunc(state.samplerID, nullptr);
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Sampler::FetchFunc fetchFunc = state.fetch ? state.fetch : Sampler::GetFetchFunc(state.samplerID, nullptr);
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_dbg_assert_msg_(fetchFunc != nullptr, "Failed to get precompiled fetch func");
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auto &pixelID = state.pixelID;
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auto &samplerID = state.samplerID;
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