GPU: Support framebuf depal from rendered CLUT #16454
Merged
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This fixes the transitions into battle in Kurhyo 2 (see #15956.) They're no longer incorrectly red.
For reproduction / posterity:
Here's a frame dump entering battle (incorrectly red before these changes):
#15956_NPJH90274_kurohyo_red_bg.zip
Correct rendering (PSP, software looks the same):
CLUT is rendered at 64/767, to 0x04116200 (256x1, 565.) It's textured from a RAM texture. It's read back as 8888, with
& 0x1f
(pass 1), then(>> 5) & 0x1f
(pass 2), etc. Basically red/green/blue ramps next to each other. The CLUT address is adjusted each time, which is the first issue:Next, it uses this to depal a framebuffer, so that's the second issue. Finally, it uses this same rendered CLUT for many frames without re-rendering it, and previously we decimated framebuffers if they weren't updated.
-[Unknown]