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ppsspp/GPU/Common
Henrik RydgårdandClaude Opus 5.5 962c542f6f CLUT8 depal: Sample like the GE, just below the PSP pixel's center
The GE samples at the pixel center like the GPU; the comment saying it uses the
corner was wrong. SOCOM's u = 1 + 2x reads the high byte because a sprite's
fixed-point UV gradient falls just short of a texel edge (gpu/probe exp87,
exp163). Move to the PSP pixel's center and 1/16 byte below it, the GE's step,
instead of to its left edge. That's the same byte for one or two bytes per
pixel, but not for four, where the edge could pick the component before. No
frame dump changes, at 1x or 2x.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 01:04:23 +02:00
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