Merge branch 'master' of https://github.com/dolphin-emu/dolphin into dolphin-emu-master

This commit is contained in:
Nayla Hanegan 2023-12-25 20:08:08 -05:00
commit c18016e795
767 changed files with 87644 additions and 70168 deletions

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@ -0,0 +1,16 @@
# G2BE5G - Black & Bruised
[Core]
# Values set here will override the main Dolphin settings.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
$Disable interlaced rendering
0x800D8520:dword:0x38600000
[ActionReplay]
# Add action replay cheats here.

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@ -0,0 +1,16 @@
# G2BP7D - Black & Bruised
[Core]
# Values set here will override the main Dolphin settings.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
$Disable interlaced rendering
0x800D9E68:dword:0x38600000
[ActionReplay]
# Add action replay cheats here.

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@ -0,0 +1,24 @@
# GC8JA4 - クラッシュ・バンディクー 爆走!ニトロカート
[Core]
# Values set here will override the main Dolphin settings.
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
$Fix C4 texture tiling (used for buttons and some character icons)
0400328C 7D0340AE
04003290 5108452E
04003294 5508E13E
04003298 4E800020
040CA1B4 4BF390D9
[Video_Settings]
[Video_Hacks]
ImmediateXFBEnable = False

View file

@ -11,6 +11,12 @@
[ActionReplay]
# Add action replay cheats here.
$Fix C4 texture tiling (used for buttons and some character icons)
0400328C 7D0340AE
04003290 5108452E
04003294 5508E13E
04003298 4E800020
040CC574 4BF36D19
[Video_Settings]

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@ -0,0 +1,17 @@
# RJ3E20, RJ3P7J - Jeep Thrills
[Core]
# Values set here will override the main Dolphin settings.
# Fixes the blue screen problem. See issue 13118 for more info.
AccurateNaNs = True
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]

View file

@ -8,6 +8,8 @@
[OnFrame]
# Add memory patches to be applied every frame here.
$Disable blur
0x8015b900:dword:0x60000000
[ActionReplay]
# Add action replay cheats here.

View file

@ -12,9 +12,9 @@
[ActionReplay]
# Add action replay cheats here.
[Video_Settings]
SafeTextureCacheColorSamples = 512
[Video_Hacks]
# Needed for cutscenes and the book to work properly (https://bugs.dolphin-emu.org/issues/4723)
ImmediateXFBEnable = False
# Needed for the book to work properly (https://bugs.dolphin-emu.org/issues/13356)
EFBToTextureEnable = False

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@ -0,0 +1,8 @@
# SGLPA4 - Gormiti: The Lords of Nature!
[OnFrame]
# Fixes black screen ingame, see https://bugs.dolphin-emu.org/issues/12436
# This NOPs out UpdateFade's call to RenderFade. We are probably emulating the way the fade works
# incorrectly, but for now this patch makes the game playable.
$Fix black screen
0x801D59C8:dword:0x60000000

View file

@ -30,6 +30,11 @@ DefaultValue = 2.5
[/configuration]
*/
float luminance(float3 color)
{
return dot(color, float3(0.2126f, 0.7152f, 0.0722f));
}
void main()
{
float4 color = Sample();
@ -46,8 +51,8 @@ void main()
// Restore the original SDR (0-1) brightness (we might or might not restore it later)
color.rgb /= hdr_paper_white;
// Find the color average
float sdr_ratio = (color.r + color.g + color.b) / 3.0;
// Find the color luminance (it works better than average)
float sdr_ratio = luminance(color.rgb);
const float auto_hdr_max_white = max(HDR_DISPLAY_MAX_NITS / (hdr_paper_white_nits / hdr_sdr_white_nits), hdr_sdr_white_nits) / hdr_sdr_white_nits;
if (sdr_ratio > AUTO_HDR_SHOULDER_START_ALPHA && AUTO_HDR_SHOULDER_START_ALPHA < 1.0)
@ -61,4 +66,4 @@ void main()
color.rgb *= hdr_paper_white;
SetOutput(color);
}
}

View file

@ -199,15 +199,16 @@ float4 AreaSampling(float3 uvw, float gamma)
{
// Determine the sizes of the source and target images.
float2 source_size = GetResolution();
float2 target_size = GetWindowResolution();
float2 inverted_target_size = GetInvWindowResolution();
// Determine the range of the source image that the target pixel will cover.
// Workaround: shift the resolution by 1/4 pixel to align the results with other sampling algorithms,
// otherwise the results would be offsetted, and we'd be sampling from coordinates outside the valid range.
float2 adjusted_source_size = source_size - 0.25;
float2 range = adjusted_source_size * inverted_target_size;
float2 beg = (uvw.xy * adjusted_source_size) - (range * 0.5);
float2 end = beg + range;
// Compute the top-left and bottom-right corners of the target pixel box.
float2 t_beg = floor(uvw.xy * target_size);
float2 t_end = t_beg + float2(1.0, 1.0);
// Convert the target pixel box to source pixel box.
float2 beg = t_beg * inverted_target_size * source_size;
float2 end = t_end * inverted_target_size * source_size;
// Compute the top-left and bottom-right corners of the pixel box.
float2 f_beg = floor(beg);
@ -236,10 +237,10 @@ float4 AreaSampling(float3 uvw, float gamma)
avg_color += area_ne * QuickSampleByPixel(float2(f_end.x, f_beg.y) + offset, uvw.z, gamma);
avg_color += area_sw * QuickSampleByPixel(float2(f_beg.x, f_end.y) + offset, uvw.z, gamma);
avg_color += area_se * QuickSampleByPixel(float2(f_end.x, f_end.y) + offset, uvw.z, gamma);
// Determine the size of the pixel box.
int x_range = int(f_end.x - f_beg.x + 0.5);
int y_range = int(f_end.y - f_beg.y + 0.5);
int x_range = int(f_end.x - f_beg.x - 0.5);
int y_range = int(f_end.y - f_beg.y - 0.5);
// Workaround to compile the shader with DX11/12.
// If this isn't done, it will complain that the loop could have too many iterations.
@ -404,4 +405,4 @@ void main()
}
SetOutput(color);
}
}

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