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GPU: Use shifts instead of multiplications to calculate the actual size of the output.
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@ -125,11 +125,11 @@ inline void Write(u32 addr, const T data) {
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break;
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}
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unsigned horizontal_scale = (config.scaling != config.NoScale) ? 2 : 1;
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unsigned vertical_scale = (config.scaling == config.ScaleXY) ? 2 : 1;
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bool horizontal_scale = config.scaling != config.NoScale;
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bool vertical_scale = config.scaling == config.ScaleXY;
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u32 output_width = config.output_width / horizontal_scale;
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u32 output_height = config.output_height / vertical_scale;
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u32 output_width = config.output_width >> horizontal_scale;
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u32 output_height = config.output_height >> vertical_scale;
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u32 input_size = config.input_width * config.input_height * GPU::Regs::BytesPerPixel(config.input_format);
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u32 output_size = output_width * output_height * GPU::Regs::BytesPerPixel(config.output_format);
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@ -161,8 +161,8 @@ inline void Write(u32 addr, const T data) {
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// Calculate the [x,y] position of the input image
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// based on the current output position and the scale
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u32 input_x = x * horizontal_scale;
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u32 input_y = y * vertical_scale;
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u32 input_x = x << horizontal_scale;
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u32 input_y = y << vertical_scale;
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if (config.flip_vertically) {
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// Flip the y value of the output data,
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