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-rw-r--r--src/video_core/textures/texture.cpp14
1 files changed, 8 insertions, 6 deletions
diff --git a/src/video_core/textures/texture.cpp b/src/video_core/textures/texture.cpp
index 26649aebf..4a80a59f9 100644
--- a/src/video_core/textures/texture.cpp
+++ b/src/video_core/textures/texture.cpp
@@ -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) {
- 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]};
+ // 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;
}
float TSCEntry::MaxAnisotropy() const noexcept {