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banding: conforms misbehaving postfx to the hdr buffer format until we have a proper srgb compatible buffer to minimize that with
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@ -1320,7 +1320,7 @@ DefineEngineFunction( getBestHDRFormat, GFXFormat, (),,
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// Figure out the best HDR format. This is the smallest
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// format which supports blending and filtering.
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Vector<GFXFormat> formats;
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formats.push_back( GFXFormatR10G10B10A2 );
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//formats.push_back( GFXFormatR10G10B10A2 ); TODO: replace with SRGB format once DX9 is gone - BJR
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formats.push_back( GFXFormatR16G16B16A16F );
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formats.push_back( GFXFormatR16G16B16A16 );
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GFXFormat format = GFX->selectSupportedFormat( &GFXDefaultRenderTargetProfile,
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@ -55,6 +55,7 @@ singleton PostEffect( GammaPostFX )
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texture[0] = "$backBuffer";
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texture[1] = $HDRPostFX::colorCorrectionRamp;
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targetFormat = getBestHDRFormat();
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};
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function GammaPostFX::preProcess( %this )
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@ -62,6 +62,7 @@ singleton PostEffect( FogPostFx )
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renderPriority = 5;
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targetFormat = getBestHDRFormat();
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isEnabled = true;
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};
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@ -318,7 +318,7 @@ function HDRPostFX::onDisabled( %this )
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GammaPostFX.enable();
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// Restore the non-HDR offscreen surface format.
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%format = "GFXFormatR8G8B8A8";
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%format = getBestHDRFormat();
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AL_FormatToken.format = %format;
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setReflectFormat( %format );
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@ -33,7 +33,7 @@ function initRenderManager()
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{
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enabled = "false";
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format = "GFXFormatR16G16B16A16F";
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format = getBestHDRFormat();
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depthFormat = "GFXFormatD24S8";
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aaLevel = 0; // -1 = match backbuffer
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