dolphin/Source/Core/VideoBackends/D3D
Stenzek f74dbc794c EFB2RAM: Apply copy filter as a float coefficient after sampling
Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.

It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.

However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
2018-05-22 12:24:08 +10:00
..
BoundingBox.cpp
BoundingBox.h
CMakeLists.txt Remove SOIL altogether from the project. 2018-05-20 13:44:42 +02:00
D3D.vcxproj
D3D.vcxproj.filters
D3DBase.cpp
D3DBase.h
D3DBlob.cpp
D3DBlob.h
D3DShader.cpp
D3DShader.h
D3DState.cpp
D3DState.h
D3DTexture.cpp
D3DTexture.h
D3DUtil.cpp D3D: Drop gamma parameter from util draw helper 2018-05-02 21:58:56 +10:00
D3DUtil.h D3D: Drop gamma parameter from util draw helper 2018-05-02 21:58:56 +10:00
DXPipeline.cpp
DXPipeline.h
DXShader.cpp
DXShader.h
DXTexture.cpp D3D: Drop gamma parameter from util draw helper 2018-05-02 21:58:56 +10:00
DXTexture.h
FramebufferManager.cpp
FramebufferManager.h
GeometryShaderCache.cpp D3D: Drop gamma parameter from util draw helper 2018-05-02 21:58:56 +10:00
GeometryShaderCache.h
main.cpp
NativeVertexFormat.cpp
PerfQuery.cpp
PerfQuery.h
PixelShaderCache.cpp
PixelShaderCache.h
PSTextureEncoder.cpp EFB2RAM: Apply copy filter as a float coefficient after sampling 2018-05-22 12:24:08 +10:00
PSTextureEncoder.h Implement EFB copy filter and gamma in hardware backends 2018-04-29 19:05:20 +10:00
Render.cpp D3D: Drop gamma parameter from util draw helper 2018-05-02 21:58:56 +10:00
Render.h Implement EFB copy filter and gamma in hardware backends 2018-04-29 19:05:20 +10:00
TextureCache.cpp EFB2RAM: Apply copy filter as a float coefficient after sampling 2018-05-22 12:24:08 +10:00
TextureCache.h Implement EFB copy filter and gamma in hardware backends 2018-04-29 19:05:20 +10:00
VertexManager.cpp
VertexManager.h
VertexShaderCache.cpp D3D: Drop gamma parameter from util draw helper 2018-05-02 21:58:56 +10:00
VertexShaderCache.h
VideoBackend.h