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Persist framebuffer backing CLUT data to GS memory

Open kernle32dll opened this issue 3 years ago • 3 comments

Dragonball Z Tenkaichi 2 renders its CLUT information into a framebuffer, and then tries to use it from there. This works for Vulkan, but for OpenGL the framebuffer content is never propagated back into the GS RAM, and thus unavailable when the CLUT information is required.

This PR uses a light-weight approach of reading framebuffer contents when required for CLUT calculation, and persists it (if not already done so). This works pretty well, and only decreases performance marginally.

Special note on the "downSample" part. For whatever reason, on resolution upscaling > 1 I got artifacts in the CLUT rendering. I don't know why, but down-sampling it in GPU memory again helped clear the issues.

kernle32dll avatar Jun 03 '21 23:06 kernle32dll

Master: Screenshot from 2021-06-04 01-43-42

PR: Screenshot from 2021-06-04 01-36-41

kernle32dll avatar Jun 03 '21 23:06 kernle32dll

Is Vulkan supported on android?

Bogdans29 avatar Jun 04 '21 21:06 Bogdans29

Any updates about this?

ghost avatar Jul 21 '21 05:07 ghost