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=?utf-8?q?Henrik_Rydg=C3=A5rd?= <email address hidden>
Depal from dynamic CLUT: When detecting bounds, be more conservative.
Followup to #16188 .
Further fixes the lens flare.
It confused me before that there are two sections of the track on
Sunset Drive where the sun is visible, but only on the second is the
lens flare sprite actually shown, which is rather weird.
Verified that exactly the same thing happens on hardware, so it's not a
glitch!
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=?utf-8?q?Henrik_Rydg=C3=A5rd?= <email address hidden>
Merge pull request #16188 from hrydgard/ridge-racer-sun-flare
Fix depal bounds with dynamic CLUT. Fixes lens flare glitches in Ridge Racer
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=?utf-8?q?Henrik_Rydg=C3=A5rd?= <email address hidden>
Fix depal bounds with dynamic CLUT. Fixes lens flare glitches in Ridge Racer
With this wrong, we ended up drawing pixels that came from a DONT_CARE
init of the depal temp buffer, which was a pile of garbage on Android
and blank on PC.
Now, we seem to end up not drawing anything because the depal operation
results in transparent black into whatever is actually intended, but at
least the screen isn't full of glitches when the sun is visible on Adreno.
See issue #16083
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Merge pull request #16184 from unknownbrackets/depth-download
GPU: Hook Gods Eater Burst avatar read
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Merge pull request #16183 from unknownbrackets/depth-usage
GPU: Ignore depth when masked and ALWAYS
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Merge pull request #16182 from unknownbrackets/gles-indexed
GLES: Use GL_LUMINANCE on GLES for indexed tex
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Merge pull request #16181 from unknownbrackets/d3d9-clut
Add rendered CLUT handling to D3D9
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Merge pull request #16179 from unknownbrackets/jpeg