Fixes FXAA being broken after b706c25b68.
Will be slightly difference since this is using the BT.709 coefficients
instead of CCIR 601 - but it matches the non-gather codepath now.
HPO Normal causes really bad glitching on the floor in KH2 round sprite breaks light bloom in Price of Persia WW and WRC Rally Evolved needs round sprite half to fix misaligned text.
The gamefix works well for NTSC, but I had added blit to every version of resident evil doing wrong fixes which were meant for Silent Hill 4 and forget this part where it only gives 10 FPS instead of more.
- Thrillville + Thrillville Off The Rails: Mad TFF / deinterlace 8 to stop shaking the whole game
- Forgotten Realm Demon Stone: Get rid of more blur
- ATV Offroad Fury 3: MTVU disabled which was an odd find to improve FPS
- Crimson Tears: Wild arms + Full Sprite for reducing bloom misalignment + note that Blending TFF might be better especialy when you use Software.
- Final Fantasy X: Texture in Rt for fixing endgame summons like Anima and The Magus Sisters
- No One Lives Forever: Mipmap full + trilinear + full blending needed to fix lighting
Bakugan: Deinterlace adaptive tff due to the game attempting to deinterlace FMVs but PCSX2 going nuts
Driv3r: Fixes janky coloured cars with cpuCLUT
Megaman X8: Deinterlace blending tff due to either looking like missing half the text or flicker as how the game handles empty and subtitles
Tales of Destiny 1: Texture preload partial for better performance in certain areas
GS: fixed compile error in Metal interlace shader
GS fixed more compile errors in Metal interlace shader
GS: Adjusted code indentation in interlace shader for all renderers
[SETTINGSVERSION+]
Added entries in the drop-down menu for Adaptive Deinterlacing
Re-arranged deinterlacing mode order in the drop-down menu.
"Auto" mode defaults to MAD.
Adjusted GameDB entries to be compatible with the new order of entries.
Improved Bob description for WX
implemented FastMAD motion-adaptive deinterlacing for OpenGL renderer, other renderers will crash. FastMAD is replacing blend (either mode) so select blend to activate MAD under the hood
fixed an assert and assessed that one MUST select mode Blend bottom field first to enable MAD
removed forced mode 2, added separate motion thresholds for current field and alternate field motion and optimized MAD for Top-FIeld-First mode
committing kind-of broken status for review
the algorithm works well on most games, but somehow Kingdom Hearts works at half resolution
completely fixed weird artifacts on MAD, I only need to fix a 1-line offset that is causing the top of the screen to flicker
fixed flicker on first line, I still need to fine-tune some coefficients
solved all nastiness by realizing that MAD MUST work on an even resolution, so odd resolutions are rounded up. Now all games I tried look great
made MAD sensitivity adjustable inside GDDevice.h and passed to shaders as a parameters. For this purpose ZrH is now a vec4 to hold more parameters conveniently
ported MAD to DX11 and DX12
removed rounding of texture size to closest multiple of 2 and fized odd number of lines inside the shaders by also passing the vertical resolution as a parameter
improved compatibility of upper buffer offset adjustment for odd resolutions
added Vulkan support