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ppsspp/GPU/Common
Henrik RydgårdandClaude Opus 5.5 f8187919dc CLUT8 depal: Pick the byte the GE does where a pixel center is on a byte edge
Reading a 16-bit framebuffer as CLUT8 with u = 1 + 2x puts every pixel center
exactly on a byte edge. The GE lands on the edge only when the sprite's u
gradient is exact (gpu/probe exp256), otherwise just below it. The software
transform now nudges the short sprites' u down a little, sprite by sprite, and
the shader truncates to the GE's 1/16 texel. SOCOM keeps reading its pixels'
high bytes; Syphon Filter and Resistance: Retribution's 64x128 bright pass
now reads the next pixels' low bytes, as on the PSP.

Syphon Filter's warehouse and dark room dumps get much closer to the PSP
(18310 -> 7192, 9885 -> 3925 px on Vulkan), and Killzone: Liberation's improve.
Resistance's and Syphon Filter mission 5's get further away, from the 5551
precision difference their bright pass also depends on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 01:04:23 +02:00
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wip
2022-08-26 15:51:25 +02:00