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Accurately handle the copy filter and gamma for EFB and XFB copies #10466
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290e62f
Remove casts to integers for texture and EFB formats
Pokechu22 850e524
Use fmt::to_string for texture format overlay
Pokechu22 cd2cc5f
Rename EFB copy bit 2 from yuv to unknown_bit
Pokechu22 dd41a72
Only use intensity formats if both intensity_fmt and auto_conv are set
Pokechu22 bed278d
Create dedicated enum for EFB/XFB gamma correction
Pokechu22 d20094e
Add extra Low and High fields to CopyFilterCoefficients
Pokechu22 791bd16
Restructure parameters to TetxureConverterShaderGen/TextureConversion…
Pokechu22 b16ec5b
Rework TextureConverterShaderGen for hardware accuracy and simplicity
Pokechu22 e7339d6
Rework TextureConversionShader for hardware accuracy and simplicity
Pokechu22 2f43889
Software: Use hardware-verified numbers for RGB->YUV conversion
Pokechu22 a6e06f3
Add notes about precision of YUV->RGB conversion factors for XFB
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So I recall this overflow behavior but I forget the details I know games can go higher than 64 to induce brightening of the overall image. Can you give any more details - how does the clamping break?
And are there any known occurrences of a game using 128 or higher?
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If the value for a color channel is 512 or higher, it ends up wrapping around to 0 again (so presumably when the clamping to [0, 255] is applied, they use a field that can store [0, 511]). I don't know of any situation where this behavior would be useful, but it's something I encountered in my hardware test, so I implemented it. (It's conditionally enabled so that there's no performance cost for situations where it's impossible for the value to reach 512.)
(I actually don't know of any games that go above 64 to produce brightening, only of ones that go below 64 to produce darkening - they probably exist, though.)