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rsx: Treat blend colour as BGRA #6185
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The same issue was in GTA IV with cellphone. |
That sadly sounds unrelated - or maybe the fix is not full. When you test, provide screenshots! |
No need for hw test, it matches cellGcm interface. |
Though atleast reorder the methods, they are supposed to be ordered in incrementing bits order. |
What about a 16-bit variation of this command? Currently the first chunk of the command carries RG, while the other carries BA. Is this valid or should also be switched, akin to a 8-bit version?
Will do! |
16 bits variation of them is fine. |
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Force pushed the requested change. |
HARDWARE TESTS PENDING: @kd-11 mentioned he'll test it relatively soon.
This PR corrects decoding of
SET_BLEND_COLOR
RSX commands. Previously colour would be interpreted as RGBA, whereas it appears like it should have been treated as BGRA.It's assumed this feature is not used by many games, and even the ones using it do not use it consistently.
Afftected games:
The most prominent example in GTHD is Infiniti G35, clearly showing what was wrong. Notice that the center brake light is correctly coloured in both cases!
Best reference from real PS3 I could find:
https://youtu.be/FAMPvAZ3VPc?t=1418
When testing for regressions, look for obvious miscolorations - red things becoming blue and blue things becoming red.