dolphin/Source/Core/VideoBackends
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
..
D3D EFB2RAM: Apply copy filter as a float coefficient after sampling 2018-05-22 12:24:08 +10:00
Null Implement EFB copy filter and gamma in hardware backends 2018-04-29 19:05:20 +10:00
OGL EFB2RAM: Apply copy filter as a float coefficient after sampling 2018-05-22 12:24:08 +10:00
Software Remove SOIL altogether from the project. 2018-05-20 13:44:42 +02:00
Vulkan EFB2RAM: Apply copy filter as a float coefficient after sampling 2018-05-22 12:24:08 +10:00
CMakeLists.txt CMake: remove references to D3D12 2017-05-26 01:16:04 -07:00