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Color-convert framebuffers that are bound as CLUT textures #5767
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@@ -1,309 +1,315 @@ | |||
<?xml version="1.0" encoding="utf-8"?> |
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Hmm, this keeps happening...
-[Unknown]
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Something is really broken with my VS, it's not just this. Think I'll reinstall soon. Anyway, I'll squash this before merging, thanks.
@hrydgard @unknownbrackets |
Scratch that thought, I just did a The 3rd Birthday is visibly improved by these commits using default settings (that means Enable Alpha Hack is disabled), but is still not quite right (look at the lower left hand corner of the screen):- Using the Alpha Mask Hack doesn't do anything anymore, which makes the hack useless when this pull request is merged to master:- I can also confirm that FF Type 0's shadows are definitely "fixed" (blobby, but black now), even on my ATI card:- |
case 8: strcpy(lookupMethod, "index.b"); break; | ||
case 12: strcpy(lookupMethod, "index.a"); break; | ||
} | ||
multiplier = (1.0f / 16.0f) * 255.0f / 256.0f; // Need the fudge factor to not "wrap"... |
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Hmm, I'm having trouble with this logic.
Let's assume the color is fully opaque white. All components are therefore 1.0.
The goal state is palette entry 15 (which is the 16th palette entry, of course.) The above code will generate 0.062256 or so, which is pretty much 16. But since vec2(0.0, 0.0)
is a valid coordinate, won't that pick entry 16 (the 17th?)
Maybe it needs a floor() at some stage...
-[Unknown]
Anyway, here's the complete (for now) table of results for the current clut branch in this pull request for your perusal:- General observations:- b. The 3rd Birthday's blue fog is mostly cleared up, but some graphical artifacts can be observed on the lower left corner of the screen. These artifacts change according to the action on the main screen. c. Interestingly, MGS Peace Walker undergoes a graphical regression (change?) with this change. In the introductory real time cutscene and the part where Snake trains with his subordinates is now white tinted instead of green tinted as has been the case for all previous revisions. Previously (correct, according to http://youtu.be/yiEeX5zChr4?t=18m21s) :- d. The rest of the games tested are graphically unaffected by this pull request. |
Unfortunately, this doesn't work in Dragon Ball Z Tag Team right now. There is a demo: Dragon Ball uses:
This game may be receiving the prestigious "evilest game of the month" award. I'm pretty sure the alpha is correct, because iirc when I downloaded the texture and sent it through our normal clut routines, it did display right (this was of course not fast.) Dunno if we're gonna be able to do this one accurately though... 3rd Birthday uses: (all even during the video, weirdly enough...)
This does fix 3rd Birthday, but only at 1x. So that sounds easy to fix. I'm not sure if the effect is perfectly accurate but it seems mostly to be working. I think we've got some lag/issues with the framebuffer format. -[Unknown] |
@solarmystic based on this video I'm assuming the previous effect was correct, does that sound/look right? http://youtu.be/yiEeX5zChr4?t=18m21s -[Unknown] |
@unknownbrackets |
@unknownbrackets , can we still have the link of report with those "Render to texture with different formats" ? so we can check them . |
http://report.ppsspp.org/logs/kind/254 -[Unknown] |
Thanks @unknownbrackets |
@unknownbrackets , if we allow ourselves use of modern desktop GL we can do anything, as we can just create a secondary view of the texture as single-channel I32 and go to town with integer math, like Dolphin is doing for everything pixel-related nowadays. However as we aspire to maintain ES 2.0 compatibility we should try to avoid that. Possibly we should make two paths here, one easy-to-debug integer one and one downlevel mobile. It does appear that our framebuffer format may be going off sync sometimes, as some of those really don't make much sense. |
@raven02 , can you grab me some savestates in areas with problems, like the snowy one? |
@raven02 , doesn't seem I have permission to access it, sent you an access request. |
First time use it :) .Change it to share to public . |
Thanks for testing, but don't need reminders, can just scroll up the thread :) |
@raven02 ,strange, for me it looks pretty normal in the snow area (although the shadow is quite blurry). What GPU do you have? |
My one is Gtx690 |
…must be missing something.
Since we would end up with a different palette (size, interpretation of bits, etc.)
When their parameters are actually the ones we are going to use.
Hmm, not sure this is the cleanest way.
Rebased the whole thing on master, getting rid of the silly .filter file issue and such. Also included attempt to fix the red/blue swap in manhunt (yeah, typo in commit name...). |
Color-convert framebuffers that are bound as CLUT textures
Please create a new issue about Kurohyou, it clearly needs investigation... |
Have created #6162 |
Looking good so far in terms of functionality, but I'd like to do a comprehensive before and after comparison for the performance hit after this is commited to master. Will post results later. Comparison is between v0.9.8-890-g1445d5a (latest master + clut branch) and v0.9.8-865-g585050d (last master without clut branch). |
@hrydgard @unknownbrackets Results for your perusal:- General observations:-
Conclusion:- Performance-wise the branch is a wash, but there have been no major performance regressions in any game in testlist. |
Not quite ready to merge yet, just requesting comments and testing. Needs cleanup and, well, testing.
Shadows look correct in FF Type 0 with this. Don't really know if it will fix anything else atm. It probably does something in 3rd Birthday.