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renderer: Use rgba16 surfaces when rgba8 is requested when needed #2087

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Macdu
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@Macdu Macdu commented Sep 25, 2022

Tearaway uses a feature of tiles renderer, which is that the format on the tiled renderer may be different compared to the format used to store the surface. The only way to emulate it accurately with a desktop GPU (immediate renderer) is to use a wider surface format.

As Tearaway is the only game that uses the renderer this way as far as I'm aware and that this causes an increase in memory usage, a decrease in performances and would break many games. I don't think adding it as a setting is a good idea and doing a check for Tearaway only is better.

This partially fixes the graphics in Tearaway.

this->title_id = title_id;
this->self_name = self_name;

static const std::string tearaway_games[] = {
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Wouldn't it be better to store this in some kind of .xml file and then call it so that it can be edited and added on to easily? This would be helpful for anything like this in the future. idk just a thought

@GamingDucking
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Any updates on this or it needs some reworking?

@Kitakatarashima

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@Kitakatarashima

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@Macdu Macdu marked this pull request as draft December 30, 2023 14:47
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5 participants