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authorPokechu22 <Pokechu022@gmail.com>2022-02-22 20:42:23 -0800
committerPokechu22 <Pokechu022@gmail.com>2022-07-16 00:07:10 -0700
commita6e06f38adb933187605ac07ef7a0cb1940afa80 (patch)
tree7380267555c60b23541a48c77b14849671affdf8 /Source/Core/VideoCommon/TextureConversionShader.cpp
parent2f43889141179bd46f027e017fead35371fdd104 (diff)
Add notes about precision of YUV->RGB conversion factors for XFB
Diffstat (limited to 'Source/Core/VideoCommon/TextureConversionShader.cpp')
-rw-r--r--Source/Core/VideoCommon/TextureConversionShader.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp
index c1aac4482a..6cabb4ce88 100644
--- a/Source/Core/VideoCommon/TextureConversionShader.cpp
+++ b/Source/Core/VideoCommon/TextureConversionShader.cpp
@@ -968,6 +968,8 @@ static const std::map<TextureFormat, DecodingShaderInfo> s_decoding_shader_info{
// We do the inverse BT.601 conversion for YCbCr to RGB
// http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion
+ // TODO: Use more precise numbers for this conversion (although on real hardware, the XFB isn't
+ // in a real texture format, so does this conversion actually ever happen?)
{TextureFormat::XFB,
{TEXEL_BUFFER_FORMAT_RGBA8_UINT, 0, 8, 8, false,
R"(