dolphin/Source/Core
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
..
AudioCommon Reformat all the things! 2018-04-12 21:28:39 +02:00
Common IOSC: Implement VerifyPublicKeySign for ECC 2018-05-20 20:04:53 +02:00
Core Interpreter_SystemRegisters: Get rid of implicit sign conversions 2018-05-21 13:45:47 -04:00
DiscIO Reimplement custom PNG banners in game list 2018-05-20 15:34:03 +02:00
DolphinNoGUI UICommon: Avoid including Xrandr.h 2018-04-14 17:14:38 +02:00
DolphinQt2 Qt/FIFOPlayerWindow: Properly reset ranges 2018-05-22 01:32:26 +02:00
DolphinWX PPCAnalyst: Make CodeBuffer an alias for std::vector<CodeOp> 2018-05-18 17:19:45 -04:00
InputCommon THis fixes issue #08 and #16, the rumble test and slider 2018-04-19 17:48:55 -04:00
UICommon Reimplement custom PNG banners in game list 2018-05-20 15:34:03 +02:00
Updater Updater: Show error when trying to launch directly 2018-05-05 23:32:08 +02:00
VideoBackends EFB2RAM: Apply copy filter as a float coefficient after sampling 2018-05-22 12:24:08 +10:00
VideoCommon EFB2RAM: Apply copy filter as a float coefficient after sampling 2018-05-22 12:24:08 +10:00
CMakeLists.txt