colorsign work, not for merge#2434
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…LORKEYOP, COLORKEYCOLOR (just like ALPHAKILL) in HLSL (both Fixed Function and regular template-based converted shaders). For this, a conversion function was added for L6U5V5 texture format (again based on research medievil did : thanks!). Also added tooling to the conversion functions, to make the code (somewhat) more readable and reduce the chance for errors.
…-to-unsigned mapping
…-to-unsigned mapping
…xemu over the past years
…ource registration function (and only use GetDesc if the caller doesn't have access to those variables). This results in seemingly correct values in g_HostTextureFormats[], but this hits the next hurdle : XboxColorSign isn't always set when it should be, resulting in unintentional signed_to_unsigned mapping for signed host formats like D3DFMT_L6V5U5 (if natively supported). Another area that still needs improvement, is texture component swizzling (we can determine the requirements from kelvin_color_format_map).
…ess checks inter-INdependent, and apply a fix that helps the BumpMap samples (as discovered by medievil)
Instead, load it from file, just like our FixedFunctionPixelShader (Note, that this CxbxPixelShaderTemplate.hlsl is already installed into the correct hlsl resource folder.)
added to XBconvert
somehow was disabled here already in master
// TODO : Better check pHostResource class type
…h it) in the tooling functions I used in the libyuv-derived color conversion functions.
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Hi @medievil1, would this pull request better off mark as draft than ready for review/merge status? |
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yes, just did not see the option |
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this is for study and example... code is NOT clean and tidy...lol
does build and colorsign seems to work....
contains a mishmash of stuff I cobbled together after losing previous work do to HDD failure