Files
ppsspp/GPU/Common/TextureShaderCommon.h
T
Henrik RydgårdandClaude Opus 5.5 3cd6bf9d27 Tantalus depth fog: read depth at each render pixel's own sub-position
The Tantalus games (Cars Race-O-Rama, MX vs ATV Reflex and Untamed, SpongeBob)
turn depth into fog with a CLUT16 read of the swizzled depth mirror, stretched
2x into a 565 view of an 8888 buffer. A following 8888 copy writes the scene's
RGB and keeps the alpha, so each pixel's fog factor is the upper 565 half.

At a higher render scale, the depth X swizzle snapped every render pixel to its
PSP pixel's left edge, so the fog came out in PSP-pixel blocks. It now keeps the
position within the PSP pixel. That leaves the upper half sampling the right
half of the depth texel, half a pixel off the scene, which drew magenta halos on
the right of objects in Cars. With the new DepthCLUTIntoHalves compat flag, the
depal pass outputs twice as wide so each render pixel reads its own 8888 pixel's
depth.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 01:48:05 +02:00

80 lines
2.4 KiB
C++

// Copyright (c) 2014- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <unordered_map>
#include <vector>
#include <string>
#include "Common/CommonTypes.h"
#include "Common/GPU/thin3d.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/Draw2D.h"
#include "GPU/Common/ShaderCommon.h"
class ClutTexture {
public:
enum { MAX_RAMPS = 3 };
Draw::Texture *texture;
int lastFrame;
int rampLengths[MAX_RAMPS];
int rampStarts[MAX_RAMPS];
};
class ClutTextureCache {
public:
ClutTextureCache(Draw::DrawContext *draw) : draw_(draw) {}
ClutTexture GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, const u32 *rawClut);
void Clear();
void Decimate();
void DeviceLost();
void DeviceRestore(Draw::DrawContext *draw);
private:
Draw::DrawContext *draw_ = nullptr;
std::unordered_map<u32, ClutTexture *> texCache_;
};
// For CLUT depal shaders, and other pre-bind texture shaders.
// Caches both shaders and palette textures.
class TextureShaderCache {
public:
TextureShaderCache(Draw::DrawContext *draw, Draw2D *draw2D);
~TextureShaderCache();
Draw2DPipeline *GetDepalettizeShader(uint32_t clutMode, GETextureFormat texFormat, GEBufferFormat pixelFormat, bool smoothedDepal, u32 depthUpperBits, bool depthIntoHalves = false);
Draw::SamplerState *GetSampler(bool linearFilter);
void Clear();
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type) const;
std::string DebugGetShaderString(const std::string &id, DebugShaderType type, DebugShaderStringType stringType) const;
void DeviceLost();
void DeviceRestore(Draw::DrawContext *draw);
private:
Draw::DrawContext *draw_;
Draw::SamplerState *nearestSampler_ = nullptr;
Draw::SamplerState *linearSampler_ = nullptr;
Draw2D *draw2D_;
std::unordered_map<u64, Draw2DPipeline *> pipelineCache_;
};