GS/HW: Convert depth16->rgba16 shader to integer #10053
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Description of Changes
Converts the non-metal shaders (metal already does this) for depth 16 -> rgb5a1 to use integer full range conversion
Most of the work done by Stenzek (I mostly just helped with the debugging and poked the code in lol)
Rationale behind Changes
The old way had off by 1 problems and was not really possible to get correct without coming across rounding issues.
Suggested Testing Steps
Test Shadow Tower Abyss make sure the shadows render correctly and the screen isn't too dark.
Fixes #3281
Master:
PR: