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Disable SRGB border color conversion for now, to fix shadows in Xenoblade.

This commit is contained in:
Kelebek1 2023-03-17 03:00:40 +00:00
parent 6d76a54d37
commit a7651168dd

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@ -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) {
// 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 {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 {