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author | bunnei <bunneidev@gmail.com> | 2017-04-21 23:03:22 +0200 |
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committer | GitHub <noreply@github.com> | 2017-04-21 23:03:22 +0200 |
commit | ea53d6085a454215b4279e1c365273ef0b0202c8 (patch) | |
tree | 541a9579b76d955a5a543cd6c8451e489424c20c /src/video_core/swrasterizer/texturing.cpp | |
parent | Merge pull request #2666 from yuriks/gl-cleanups (diff) | |
parent | gl_shader_gen: remove TODO about Lerp behaviour verification. The implementation is verified against hardware (diff) | |
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Diffstat (limited to 'src/video_core/swrasterizer/texturing.cpp')
-rw-r--r-- | src/video_core/swrasterizer/texturing.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/video_core/swrasterizer/texturing.cpp b/src/video_core/swrasterizer/texturing.cpp index eb18e4ba4..aeb6aeb8c 100644 --- a/src/video_core/swrasterizer/texturing.cpp +++ b/src/video_core/swrasterizer/texturing.cpp @@ -169,7 +169,8 @@ Math::Vec3<u8> ColorCombine(TevStageConfig::Operation op, const Math::Vec3<u8> i result = (result * input[2].Cast<int>()) / 255; return result.Cast<u8>(); } - case Operation::Dot3_RGB: { + case Operation::Dot3_RGB: + case Operation::Dot3_RGBA: { // Not fully accurate. Worst case scenario seems to yield a +/-3 error. Some HW results // indicate that the per-component computation can't have a higher precision than 1/256, // while dot3_rgb((0x80,g0,b0), (0x7F,g1,b1)) and dot3_rgb((0x80,g0,b0), (0x80,g1,b1)) give |