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GSDX: Probably fix D3D10 and maybe D3D9 (might be working anyway but I think I have it addressing texel centres now) palette lookups. I noticed that this was broken in D3D10 while fixing the Realta Nua issue in r5273.
Explanation, because this gives me a headache and this might save someone else one (or I might be wrong and they might see why): in D3D10, 0.0 points to the centre of the leftmost texel and 1.0 points one texel to the right of the rightmost texel, so to map a UNORM uniformly across a texel we need to multiply the input by (w-1)/w. In D3D9 0.0 points to the left edge of the leftmost texel and 1.0 to the right edge of the rightmost texel so after the multiplication we add 1/2w. Actual texture sampling is probably not right for at least one of D3D9 and D3D10, but this headache is killing me. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5279 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -109,7 +109,7 @@ float4 sample_c(float2 uv)
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float4 sample_p(float u)
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{
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return Palette.Sample(PaletteSampler, u);
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return Palette.Sample(PaletteSampler, u * 255./256);
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}
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float4 sample_rt(float2 uv)
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@ -199,7 +199,7 @@ float4 sample_c(float2 uv)
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float4 sample_p(float u)
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{
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return tex2D(Palette, u);
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return tex2D(Palette, u * 255./256 + 1./512);
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}
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float4 sample_rt(float2 uv)
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