diff options
| author | bunnei <bunneidev@gmail.com> | 2018-12-27 20:43:06 -0500 |
|---|---|---|
| committer | bunnei <bunneidev@gmail.com> | 2018-12-28 15:36:45 -0500 |
| commit | 82662f374a0a764df2127d494e955f0c9d7af65c (patch) | |
| tree | 8ff5c75b22e2ff41af35434c1825955572ed42b1 /src/video_core/surface.cpp | |
| parent | d533603cf81b73bd2865bd59518e058357063194 (diff) | |
gpu: Remove PixelFormat G8R8U and G8R8S, as they do not seem to exist.
- Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
Diffstat (limited to 'src/video_core/surface.cpp')
| -rw-r--r-- | src/video_core/surface.cpp | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/src/video_core/surface.cpp b/src/video_core/surface.cpp index a97b1562b5..1a344229f0 100644 --- a/src/video_core/surface.cpp +++ b/src/video_core/surface.cpp @@ -196,11 +196,14 @@ PixelFormat PixelFormatFromTextureFormat(Tegra::Texture::TextureFormat format, LOG_CRITICAL(HW_GPU, "Unimplemented component_type={}", static_cast<u32>(component_type)); UNREACHABLE(); case Tegra::Texture::TextureFormat::G8R8: + // TextureFormat::G8R8 is actually ordered red then green, as such we can use + // PixelFormat::RG8U and PixelFormat::RG8S. This was tested with The Legend of Zelda: Breath + // of the Wild, which uses this format to render the hearts on the UI. switch (component_type) { case Tegra::Texture::ComponentType::UNORM: - return PixelFormat::G8R8U; + return PixelFormat::RG8U; case Tegra::Texture::ComponentType::SNORM: - return PixelFormat::G8R8S; + return PixelFormat::RG8S; } LOG_CRITICAL(HW_GPU, "Unimplemented component_type={}", static_cast<u32>(component_type)); UNREACHABLE(); |
