Use BlueToAlpha in more games instead of ReinterpretFramebuffers/ShaderColorBitmask

Switches over Outrun and DiRT 2.

See https://github.com/hrydgard/ppsspp/issues/11358#issuecomment-720160221

Better performance and removes some color banding.
This commit is contained in:
Henrik Rydgård 2022-08-01 16:12:53 +02:00
parent 9437d5e3b0
commit 3dc924cebe

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@ -1107,6 +1107,20 @@ ULES01402 = true
ULUS10513 = true
ULJM05812 = true
NPJH50371 = true
# Colin McRae's DiRT 2 - issue #13012 (car lighting)
# Previously used ReinterpretFramebuffers + ShaderColorBitmask
ULUS10471 = true
ULJM05533 = true
NPJH50006 = true
ULES01301 = true
# Outrun 2006: Coast to Coast - issue #11358 (car reflections)
# Previously used ReinterpretFramebuffers + ShaderColorBitmask
ULES00262 = true
ULUS10064 = true
ULKS46087 = true
# Some games render first to RGB of a 4444 texture, then they switch to 565 and render masked to blue,
# just to be able to render to the alpha channel of the 4444. We can detect that and reroute rendering
# to avoid problems.
@ -1119,17 +1133,6 @@ NPEZ00198 = true
# This setting will go away in the near future, hopefully we can enable it
# for all or most games.
[ReinterpretFramebuffers]
# Outrun 2006: Coast to Coast - issue #11358 (car reflections)
ULES00262 = true
ULUS10064 = true
ULKS46087 = true
# Colin McRae's DiRT 2 - issue #13012 (car lighting)
ULUS10471 = true
ULJM05533 = true
NPJH50006 = true
ULES01301 = true
# Ultimate Ghosts & Goblins
ULJM05147 = true
ULUS10105 = true
@ -1146,29 +1149,8 @@ ULES01441 = true
ULJM05600 = true
ULJM05775 = true
# Split/Second now uses BlueToAlpha instead.
# ULES01402 = true
# ULUS10513 = true
# ULJM05812 = true
# NPJH50371 = true
[ShaderColorBitmask]
# Outrun 2006: Coast to Coast - issue #11358
ULES00262 = true
ULUS10064 = true
ULKS46087 = true
# Colin McRae's DiRT 2 - issue #13012 (car lighting)
ULUS10471 = true
ULJM05533 = true
NPJH50006 = true
ULES01301 = true
# Split/Second now uses BlueToAlpha instead.
#ULES01402 = true
#ULUS10513 = true
#ULJM05812 = true
#NPJH50371 = true
# No users right now, but keeping it around as a more accurate option than BlueToAlpha, for debugging mainly Outrun.
[DisableFirstFrameReadback]
# Wipeout Pure: Temporary workaround for lens flare flicker. See #13344