Fix colour emphasis support for NTSC filter & raw palette + nes decoder shader
- this implementation is based on a more accurate colour emphasis from fceux. - The raw palette + nes decoder shader was kinda incomplete since the implementation was based on a per-frame basis which means that the emphasis bits were read once and applied to the whole frame. This means that some games that uses a per pixel or per scanline emphasis would not appear correct. The more accurate implementation reads emphasis bits from bits 5-7 of PPU[1] and saves this info in a separate frame. - The same implementation is also used to fix emphasis for the ntsc filter.
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@@ -61,8 +61,8 @@ In_row_width is the number of pixels to get to the next input row. Out_pitch
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is the number of *bytes* to get to the next output row. Output pixel format
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is set by NES_NTSC_OUT_DEPTH (defaults to 16-bit RGB). */
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void nes_ntsc_blit( nes_ntsc_t const* ntsc, NES_NTSC_IN_T const* nes_in,
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long in_row_width, int burst_phase, int in_width, int in_height,
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void* rgb_out, long out_pitch );
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NES_NTSC_IN_T const* nes_inD, long in_row_width, int burst_phase, int in_width,
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int in_height, void* rgb_out, long out_pitch );
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/* Number of output pixels written by blitter for given input width. Width might
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be rounded down slightly; use NES_NTSC_IN_WIDTH() on result to find rounded
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