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Test Drive: Allow virtual framebuffer copies. This eliminates the hyper expensive readbacks.
Write some comments in Depal about how we could get rid of the banding.
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@ -80,10 +80,20 @@ void GenerateDepalShader300(char *buffer, GEBufferFormat pixelFormat, ShaderLang
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int shift = gstate.getClutIndexShift();
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int offset = gstate.getClutIndexStartPos();
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GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
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// Unfortunately sampling turned our texture into floating point. To avoid this, might be able
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// Sampling turns our texture into floating point. To avoid this, might be able
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// to declare them as isampler2D objects, but these require integer textures, which needs more work.
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// Anyhow, we simply work around this by converting back to integer. Hopefully there will be no loss of precision.
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// Anyhow, we simply work around this by converting back to integer, which is fine.
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// Use the mask to skip reading some components.
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// TODO: Since we actually have higher precision color data here, we might want to apply a dithering pattern here
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// in the 5551, 565 and 4444 modes. This would benefit Test Drive which renders at 16-bit on the real hardware
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// and dithers immediately, while we render at higher color depth and thus don't dither resulting in banding
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// when we sample it at low color depth like this.
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// An alternative would be to have a special mode where we keep some extra precision here and sample the CLUT linearly - works for ramps such
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// as those that Test Drive uses for its color remapping. But would need game specific flagging.
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int shiftedMask = mask << shift;
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switch (pixelFormat) {
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case GE_FORMAT_8888:
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@ -538,6 +538,12 @@ ULJM05049 = true
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ULKS46027 = true
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ULAS42019 = true
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# Test Drive Unlimited
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ULET00386 = true
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ULUS10249 = true
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ULES00637 = true
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ULKS46126 = true
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# Note! This whole flag is disabled temporarily by appending "Disabled" to its name). See 7914
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[YugiohSaveFixDisabled]
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# The cause of Yu-gi-oh series 's bad save (cannot save) are load "save status" and use cwcheat,
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