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GPU/HW: Truncate colours to 16-bit before applying alpha
Fixes battle screen transitions blowing out in brightness in Final Fantasy 7.
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4a4c3d5e3b
commit
715209e178
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@ -637,13 +637,22 @@ float4 SampleFromVRAM(uint4 texpage, uint2 icoord)
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#endif
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#endif
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// Clip to 15-bit range
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#if !TRUE_COLOR
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icolor = TruncateTo15Bit(icolor);
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// Premultiply alpha so we don't need to use a colour output for it.
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float premultiply_alpha = ialpha;
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#if TRANSPARENCY
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premultiply_alpha = ialpha * (semitransparent ? u_src_alpha_factor : 1.0);
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#endif
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// Normalize
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float3 color = float3(icolor) / float3(255.0, 255.0, 255.0);
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float3 color;
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#if !TRUE_COLOR
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// We want to apply the alpha before the truncation to 16-bit, otherwise we'll be passing a 32-bit precision color
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// into the blend unit, which can cause a small amount of error to accumulate.
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icolor = int3(((float3(icolor) / float3(255.0, 255.0, 255.0)) * premultiply_alpha) * float3(255.0, 255.0, 255.0));
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color = (float3(icolor >> 3) / float3(31.0, 31.0, 31.0));
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#else
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// True color is actually simpler here since we want to preserve the precision.
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color = (float3(icolor) / float3(255.0, 255.0, 255.0)) * premultiply_alpha;
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#endif
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#if TRANSPARENCY
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// Apply semitransparency. If not a semitransparent texel, destination alpha is ignored.
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@ -654,10 +663,10 @@ float4 SampleFromVRAM(uint4 texpage, uint2 icoord)
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#endif
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#if USE_DUAL_SOURCE
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o_col0 = float4(color * (u_src_alpha_factor * ialpha), oalpha);
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o_col0 = float4(color, oalpha);
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o_col1 = float4(0.0, 0.0, 0.0, u_dst_alpha_factor / ialpha);
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#else
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o_col0 = float4(color * (u_src_alpha_factor * ialpha), u_dst_alpha_factor / ialpha);
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o_col0 = float4(color, u_dst_alpha_factor / ialpha);
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#endif
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}
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else
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@ -667,15 +676,15 @@ float4 SampleFromVRAM(uint4 texpage, uint2 icoord)
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#endif
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#if USE_DUAL_SOURCE
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o_col0 = float4(color * ialpha, oalpha);
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o_col0 = float4(color, oalpha);
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o_col1 = float4(0.0, 0.0, 0.0, 0.0);
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#else
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o_col0 = float4(color * ialpha, 1.0 - ialpha);
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o_col0 = float4(color, 1.0 - ialpha);
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#endif
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}
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#else
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// Non-transparency won't enable blending so we can write the mask here regardless.
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o_col0 = float4(color * ialpha, oalpha);
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o_col0 = float4(color, oalpha);
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#if USE_DUAL_SOURCE
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o_col1 = float4(0.0, 0.0, 0.0, 1.0 - ialpha);
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