yuzu/src/video_core/textures
ReinUsesLisp d7db088180 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
04d4e9e587/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.
2020-04-07 20:38:14 -03:00
..
astc.cpp astc: Fix clang build issues 2020-03-18 04:30:25 -03:00
astc.h gl_rasterizer_cache: Move format conversion to its own file 2019-02-26 20:08:27 -03:00
convert.cpp texture_cache: General Fixes 2019-06-20 21:36:12 -03:00
convert.h texture_cache: General Fixes 2019-06-20 21:36:12 -03:00
decoders.cpp MaxwellDMA: Fixes, corrections and relaxations. 2019-07-25 20:41:42 -04:00
decoders.h Texture Cache: Add HLE methods for building 3D textures within the GPU in certain scenarios. 2019-12-22 12:24:34 -04:00
texture.cpp video_core/texture: Use a LUT to convert sRGB texture borders 2020-04-07 20:38:14 -03:00
texture.h video_core/texture: Use a LUT to convert sRGB texture borders 2020-04-07 20:38:14 -03:00