GPU: More accurate texture blending in non-true-colour-mode
Fixes Silent Hill loading animation, Advanced V.G. intro fade-out, and probably others.
This commit is contained in:
@ -23,6 +23,11 @@ public:
|
||||
u16* GetPixelPtr(u32 x, u32 y) { return &m_vram[VRAM_WIDTH * y + x]; }
|
||||
void SetPixel(u32 x, u32 y, u16 value) { m_vram[VRAM_WIDTH * y + x] = value; }
|
||||
|
||||
// this is actually (31 * 255) >> 4) == 494, but to simplify addressing we use the next power of two (512)
|
||||
static constexpr u32 DITHER_LUT_SIZE = 512;
|
||||
using DitherLUT = std::array<std::array<std::array<u8, 512>, DITHER_MATRIX_SIZE>, DITHER_MATRIX_SIZE>;
|
||||
static constexpr DitherLUT ComputeDitherLUT();
|
||||
|
||||
protected:
|
||||
struct SWVertex
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user