dolphin/Source/Core/VideoBackends/Vulkan
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
CommandBufferManager.cpp
CommandBufferManager.h
Constants.h
FramebufferManager.cpp
FramebufferManager.h
main.cpp
ObjectCache.cpp
ObjectCache.h
PerfQuery.cpp
PerfQuery.h
PostProcessing.cpp
PostProcessing.h
RasterFont.cpp
RasterFont.h
Renderer.cpp
Renderer.h
ShaderCache.cpp
ShaderCache.h
ShaderCompiler.cpp
ShaderCompiler.h
StagingBuffer.cpp
StagingBuffer.h
StateTracker.cpp
StateTracker.h
StreamBuffer.cpp
StreamBuffer.h
SwapChain.cpp
SwapChain.h
Texture2D.cpp
Texture2D.h
TextureCache.cpp EFB2RAM: Apply copy filter as a float coefficient after sampling 2018-05-22 12:24:08 +10:00
TextureCache.h
TextureConverter.cpp EFB2RAM: Apply copy filter as a float coefficient after sampling 2018-05-22 12:24:08 +10:00
TextureConverter.h
Util.cpp
Util.h
VertexFormat.cpp
VertexFormat.h
VertexManager.cpp
VertexManager.h
VideoBackend.h
VKPipeline.cpp
VKPipeline.h
VKShader.cpp
VKShader.h
VKTexture.cpp
VKTexture.h
Vulkan.vcxproj
VulkanContext.cpp
VulkanContext.h
VulkanEntryPoints.inl
VulkanLoader.cpp
VulkanLoader.h