[D3D12] Output gamma ramp
This commit is contained in:
@@ -1031,8 +1031,6 @@ void DxbcShaderTranslator::CompletePixelShader() {
|
||||
|
||||
// Convert to gamma space (likely needs to be done after the exponent bias
|
||||
// since gamma is a property of the storage format).
|
||||
// TODO(Triang3l): Check how SetPWLGamma effects this - currently using the
|
||||
// default curve.
|
||||
// Get which render targets need the conversion.
|
||||
uint32_t gamma_toggle_temp = PushSystemTemp();
|
||||
uint32_t gamma_pieces_temp = PushSystemTemp();
|
||||
@@ -4674,8 +4672,6 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
|
||||
++stat_.movc_instruction_count;
|
||||
|
||||
// Linearize the texture if it's stored in a gamma format.
|
||||
// TODO(Triang3l): Check how SetPWLGamma effects this - currently using
|
||||
// the default curve.
|
||||
for (uint32_t i = 0; i < 4; ++i) {
|
||||
// Calculate how far we are on each piece of the curve. Multiply by
|
||||
// 1/width of each piece, subtract start/width of it and saturate.
|
||||
|
||||
Reference in New Issue
Block a user