mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-12-01 19:22:46 +01:00
Disable SRGB border color conversion for now, to fix shadows in Xenoblade.
This commit is contained in:
parent
6d76a54d37
commit
a7651168dd
1 changed files with 8 additions and 6 deletions
|
@ -14,7 +14,7 @@ namespace Tegra::Texture {
|
||||||
|
|
||||||
namespace {
|
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,
|
0.000000f, 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,
|
0.000081f, 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,
|
0.000338f, 0.000388f, 0.000443f, 0.000503f, 0.000568f, 0.000639f, 0.000715f, 0.000798f,
|
||||||
|
@ -52,12 +52,14 @@ constexpr std::array<float, 256> SRGB_CONVERSION_LUT = {
|
||||||
} // Anonymous namespace
|
} // Anonymous namespace
|
||||||
|
|
||||||
std::array<float, 4> TSCEntry::BorderColor() const noexcept {
|
std::array<float, 4> TSCEntry::BorderColor() const noexcept {
|
||||||
if (!srgb_conversion) {
|
// 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;
|
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]};
|
|
||||||
}
|
|
||||||
|
|
||||||
float TSCEntry::MaxAnisotropy() const noexcept {
|
float TSCEntry::MaxAnisotropy() const noexcept {
|
||||||
if (max_anisotropy == 0 && mipmap_filter != TextureMipmapFilter::Linear) {
|
if (max_anisotropy == 0 && mipmap_filter != TextureMipmapFilter::Linear) {
|
||||||
|
|
Loading…
Reference in a new issue