mirror of https://github.com/PCSX2/pcsx2.git
GSDX: put all paletted texture samples through the same transformation from the UNORM 0-1 256 step mapping to a 0.5/256-255.5/256 mapping after seeing potential bugs with FMT_4HL and changed FMT_4HH because it seemed to be completely wrong. Nothing but 8 bit textures tested because I can't find a single game which uses 4 bit textures.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5281 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -109,7 +109,7 @@ float4 sample_c(float2 uv)
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float4 sample_p(float u)
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{
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return Palette.Sample(PaletteSampler, u * 255./256 + 0.5/256);
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return Palette.Sample(PaletteSampler, u);
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}
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float4 sample_rt(float2 uv)
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@ -338,7 +338,7 @@ float4 sample_4a(float4 uv)
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if(PS_RT) c *= 128.0f / 255;
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#endif
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return c;
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return c * 255./256 + 0.5/256;
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}
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float4x4 sample_4p(float4 u)
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@ -394,14 +394,10 @@ float4 sample(float2 st, float q)
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{
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c = sample_4p(sample_4a(uv));
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}
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else if(PS_FMT == FMT_4HL)
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else if(PS_FMT == FMT_4HL || PS_FMT == FMT_4HH)
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{
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c = sample_4p(fmod(sample_4a(uv), 1.0f / 16));
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}
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else if(PS_FMT == FMT_4HH)
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{
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c = sample_4p(fmod(sample_4a(uv) * 16, 1.0f / 16));
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}
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else if(PS_FMT == FMT_8)
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{
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c = sample_4p(sample_4a(uv));
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