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Second Experimental commit:
corrected peek color and peek z to correctly emulate real hardware formats. implements native gamma correction.(i don't own any game that uses this functionality so i will appreciate feedback) i need a lot of feedback in this changes please enjoy git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6664 8ced0084-cf51-0410-be5f-012b33b47a6e
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25 changed files with 201 additions and 101 deletions
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@ -260,7 +260,7 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
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}
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}
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void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
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{
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u8* xfb_in_ram = Memory_GetPtr(xfbAddr);
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if (!xfb_in_ram)
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@ -322,7 +322,7 @@ void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
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}
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void XFBSource::CopyEFB()
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void XFBSource::CopyEFB(float Gamma)
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{
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// Copy EFB data to XFB and restore render target again
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