diff options
author | Morph <39850852+Morph1984@users.noreply.github.com> | 2023-03-23 08:07:00 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-03-23 08:07:00 +0100 |
commit | 6adaa0d5e27ee426a53a16a66d587d6929602bee (patch) | |
tree | 57399070b40f92fc9b86248155fb12e502495b33 /src/video_core | |
parent | Merge pull request #9965 from german77/thankYouEpicBoy (diff) | |
parent | Disable SRGB border color conversion for now, to fix shadows in Xenoblade. (diff) | |
download | yuzu-6adaa0d5e27ee426a53a16a66d587d6929602bee.tar yuzu-6adaa0d5e27ee426a53a16a66d587d6929602bee.tar.gz yuzu-6adaa0d5e27ee426a53a16a66d587d6929602bee.tar.bz2 yuzu-6adaa0d5e27ee426a53a16a66d587d6929602bee.tar.lz yuzu-6adaa0d5e27ee426a53a16a66d587d6929602bee.tar.xz yuzu-6adaa0d5e27ee426a53a16a66d587d6929602bee.tar.zst yuzu-6adaa0d5e27ee426a53a16a66d587d6929602bee.zip |
Diffstat (limited to 'src/video_core')
-rw-r--r-- | src/video_core/textures/texture.cpp | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/src/video_core/textures/texture.cpp b/src/video_core/textures/texture.cpp index 26649aebf..4a80a59f9 100644 --- a/src/video_core/textures/texture.cpp +++ b/src/video_core/textures/texture.cpp @@ -14,7 +14,7 @@ namespace Tegra::Texture { namespace { -constexpr std::array<float, 256> SRGB_CONVERSION_LUT = { +[[maybe_unused]] constexpr std::array<float, 256> SRGB_CONVERSION_LUT = { 0.000000f, 0.000000f, 0.000000f, 0.000012f, 0.000021f, 0.000033f, 0.000046f, 0.000062f, 0.000081f, 0.000102f, 0.000125f, 0.000151f, 0.000181f, 0.000214f, 0.000251f, 0.000293f, 0.000338f, 0.000388f, 0.000443f, 0.000503f, 0.000568f, 0.000639f, 0.000715f, 0.000798f, @@ -52,11 +52,13 @@ constexpr std::array<float, 256> SRGB_CONVERSION_LUT = { } // Anonymous namespace std::array<float, 4> TSCEntry::BorderColor() const noexcept { - if (!srgb_conversion) { - return border_color; - } - return {SRGB_CONVERSION_LUT[srgb_border_color_r], SRGB_CONVERSION_LUT[srgb_border_color_g], - SRGB_CONVERSION_LUT[srgb_border_color_b], border_color[3]}; + // TODO: Handle SRGB correctly. Using this breaks shadows in some games (Xenoblade). + // if (!srgb_conversion) { + // return border_color; + //} + // return {SRGB_CONVERSION_LUT[srgb_border_color_r], SRGB_CONVERSION_LUT[srgb_border_color_g], + // SRGB_CONVERSION_LUT[srgb_border_color_b], border_color[3]}; + return border_color; } float TSCEntry::MaxAnisotropy() const noexcept { |