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authorReinUsesLisp <reinuseslisp@airmail.cc>2020-04-07 20:38:14 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2020-04-07 20:38:14 -0300
commitd7db0881808376864eb71eb5dde8b651a5cf891d (patch)
treefceb12bc74d567151cb15da8b51001683dc12976 /src/yuzu/configuration/configure_debug.cpp
parent27f122c48c2f12d53e13349b61e4c52fc9cb8b9b (diff)
video_core/texture: Use a LUT to convert sRGB texture borders
This is a reversed look up table extracted from https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62 that is used in https://github.com/devkitPro/deko3d/blob/04d4e9e587fa3dc5447b43d273bc45f440226e41/source/maxwell/tsc_generate.cpp#L38 Games usually bind 0xFD expecting a float texture border of 1.0f. The conversion previous to this commit was multiplying the uint8 sRGB texture border color by 255. This is close to 1.0f but when that difference matters, some graphical glitches appear. This look up table is manually changed in the edges, clamping towards 0.0f and 1.0f. While we are at it, move this logic to its own translation unit.
Diffstat (limited to 'src/yuzu/configuration/configure_debug.cpp')
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