GPU: Custom VRAM now works with 24-bit color depth. It can be captured natively in 24-bit and used as a source buffer in 24-bit. (Related to r5433. This rework is now COMPLETE!)
- NEW FEATURE: Clients may now call GPUSubsystem::SetColorFormat() to choose the color format of the GPU output, which can be RGB555 (15-bit), RGB666 (18-bit), or RGB888 (24-bit). - On a special note, the Deposterize filter for 3D textures can now show its true smoothing effect when clients run the GPU in 24-bit color mode.
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@ -1385,6 +1385,7 @@ protected:
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template<NDSColorFormat OUTPUTFORMAT, bool WILLPERFORMWINDOWTEST> void _RenderLine_LayerOBJ(GPUEngineCompositorInfo &compInfo, itemsForPriority_t *__restrict item);
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template<NDSColorFormat OUTPUTFORMAT, bool ISSRCLAYEROBJ, bool ISDEBUGRENDER, bool WILLPERFORMWINDOWTEST, bool COLOREFFECTDISABLEDHINT> FORCEINLINE void _RenderPixel(GPUEngineCompositorInfo &compInfo, const u16 srcColor16, const u8 srcAlpha);
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template<NDSColorFormat OUTPUTFORMAT, bool ISSRCLAYEROBJ, bool ISDEBUGRENDER, bool WILLPERFORMWINDOWTEST, bool COLOREFFECTDISABLEDHINT> FORCEINLINE void _RenderPixel(GPUEngineCompositorInfo &compInfo, const FragmentColor srcColor32, const u8 srcAlpha);
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template<NDSColorFormat OUTPUTFORMAT> FORCEINLINE void _RenderPixel3D(GPUEngineCompositorInfo &compInfo, const bool enableColorEffect, const FragmentColor srcColor32);
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FORCEINLINE u16 _ColorEffectBlend(const u16 colA, const u16 colB, const u16 blendEVA, const u16 blendEVB);
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@ -1525,6 +1526,8 @@ protected:
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u16 *_captureWorkingA16;
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u16 *_captureWorkingB16;
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FragmentColor *_captureWorkingA32;
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FragmentColor *_captureWorkingB32;
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DISPCAPCNT_parsed _dispCapCnt;
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bool _displayCaptureEnable;
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