The purpose of the code is to support alpha channel
of RT uses as an index for a palette texure.
I'm afraid that code will likely break pure palette texture. Only used
if paltex is enabled
It fixes missing shadow in Star Ocean 3 (issue #374) in Native resolution
with filter = 0 (no filtering) or = 2 (normal fitering)
Rendering explanation:
The game emulates a stencil buffer with the alpha channel
The alpha channel of the RT can contains a palette texture index (format 4HH)
The idea is to have a gradient of value in the palette (16/32/48/...).
This way you can implement a +16/-16 and even wrap the alpha value every time
you hit the pixel.
Bilinear filtering breaks the rendering because it interpolates between counts
so you doesn't have the exact count
Upscaling breaks the rendering because the RT is reused as an input texture. It means
that we need to scale it down which again create some interpolations.
This way it will allow to implement all blendings operartion in FS.
Of course it will be slow, but it would be nice for debug and quickly check
game error rendering.
Currently we're trying to infer the conversion shader based on the output format
It only works if the input data is RGBA8. It might not be true in the future
Initially we copy pitch by line in the PBO and tell the dma to only
use the first valid byte.
Now, we only copy useful data to the PBO. It reduce the copy and PBO memory requirement.
It seems a bit faster on native resolution
If there is no overlap, it is allowed to directly read from the render target.
On SotC testcase with 6x scaling: 30fps -> 40fps
Note: it requires GL_ARB_texture_barrier extension so be sure to have a recent driver
Note2: it requires a lots of testing too
Open question: in case of complex date (written alpha)
Will it be faster to split the draw call into multiple call with no
primitive overlap
UserHacks_UnscaleSprite = 1 will unscale flat sprites
UserHacks_UnscaleSprite = 2 will unscale all sprites (don't work well so far)
The idea of the hack is to redo the interpolation of texture coordinate
based on the non-upscaled pixel position.
It avoids various glitches but sprites aren't upscaled anymore (so no
more anti-aliasing, potentially a coefficient can be added).
* Don't use the stack
* Don't compare MinMax parameter (depends of others)
* Don't store not-compared parameter in the cache (HalfTexel/MinMax)
+0.3fps/46fps (well better than nothing)