Add comments for anybody attempting accuracy improvements in the future.
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@ -62,6 +62,22 @@ static const char *VProgram =
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void CreatePrograms()
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{
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/* TODO: Accuracy Improvements
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*
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* This shader doesn't really match what the gamecube does interally in the
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* copy pipeline.
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* 1. It uses Opengl's built in filtering when yscaling, someone could work
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* out how the copypipeline does it's filtering and implement it correctly
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* in this shader.
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* 2. Deflickering isn't implemented, a futher filtering over 3 lines.
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* Isn't really needed on non-interlaced monitors (and would lower quality;
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* But hey, accuracy!)
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* 3. Flipper's YUYV conversion implements a 3 pixel horozontal blur on the
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* UV channels, centering the U channel on the Left pixel and the V channel
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* on the Right pixel.
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* The current implementation Centers both UV channels at the same place
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* inbetween the two Pixels, and only blurs over these two pixels.
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*/
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// Output is BGRA because that is slightly faster than RGBA.
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const char *FProgramRgbToYuyv =
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"uniform sampler2DRect samp9;\n"
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@ -79,6 +95,13 @@ void CreatePrograms()
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" ocol0 = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
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"}\n";
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/* TODO: Accuracy Improvements
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*
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* The YVYU to RGB conversion here matches the RGB to YUYV done above, but
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* if a game modifies or adds images to the XFB then it should be using the
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* same algorithm as the flipper, and could result in slight colour inaccuracies
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* when run back through this shader.
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*/
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const char *FProgramYuyvToRgb =
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"uniform sampler2DRect samp9;\n"
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"VARYIN vec2 uv0;\n"
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