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GSdx: better framebuffer format #555

Merged
merged 4 commits into from
Jun 1, 2015
Merged

GSdx: better framebuffer format #555

merged 4 commits into from
Jun 1, 2015

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gregory38
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It requires a lots of tests ! I'm really afraid of regression.

It improves Castlevania rendering (accurate_colclip = 1 & CRC disabled)

It would allow to easy tune the parameter to support 24 bits format
Please test it!

GS supports 3 formats for the output:

32 bits: normal case
=> no change

24 bits: like 32 bits but without alpha channel
=> mask alpha channel (ie don't write it anymore)
=> Always uses 1.0f as blending coefficient

16 bits: RGB5A1, emulated by a 32 bits openGL texture. I think it will be more correct to use
a real 16 bits GL texture. Unfortunately it would cost several (slow) target conversions.
Anyway as a current solution
=>  apply a mask of 0xF8 on color when SW blending is used (improve Castlevania shadow)
unfortunately normal blending mode still uses the full range of colors!

This commit also corrects a couple of blending factor. 128/255 is equivalent to 1.0f in PS2, whereas GPU uses 1.0f. So the blending factor must be 255/128 instead of 2

Note: disable CRC hack and enable accurate_colclip to see Castlevania shadow ^^
(issue #380).
Note2: SW renderer is darker on Castlevania. I don't know why maybe linked to the 16 bits format poorly emulated
@gregory38
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It fixes band of guitar heroes 3

gregory38 added a commit that referenced this pull request Jun 1, 2015
GSdx: better framebuffer format
@gregory38 gregory38 merged commit 2cbde89 into master Jun 1, 2015
@gregory38 gregory38 deleted the real-fb-format branch July 12, 2015 12:54
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