mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-14 15:00:30 +02:00
The shader depal CLUT8 mode now handles 565, 5551 and 4444 framebuffers (the format goes in the depal format bits, which this mode didn't fill before), rebuilding the 16-bit pixel and taking its low or high byte. This replaces SOCOMClut8Replacement, which assumed the high byte. - The GE samples a pixel at its corner, the GPU at its center. With u stepping two bytes per pixel (SOCOM and Bend's games use u = 1 + 2x) that's a whole byte, so the shader steps back to the corner. - The CLUT index shift, mask and start are applied, as in the other depal modes. - The self-render copy region counted CLUT8's U in pixels, not bytes. SOCOM, Star Wars: The Force Unleashed and the NPJG90068 dumps improve a lot. Syphon Filter and Resistance: Retribution now read the right bytes, which exposes a 16-bit precision difference in their bright pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>