rendervulkan: Be more explicit about setTextureSrgb
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1 changed files with 2 additions and 2 deletions
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@ -3329,7 +3329,7 @@ struct BlitPushData_t
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borderMask = frameInfo->borderMask();
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borderMask = frameInfo->borderMask();
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frameId = s_frameId++;
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frameId = s_frameId++;
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blurRadius = frameInfo->blurRadius ? ( frameInfo->blurRadius * 2 ) - 1 : 0;
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blurRadius = frameInfo->blurRadius ? ( frameInfo->blurRadius * 2 ) - 1 : 0;
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bind_all_layers
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u_linearToNits = g_flInternalDisplayBrightnessNits;
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u_linearToNits = g_flInternalDisplayBrightnessNits;
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u_nitsToLinear = 1.0f / g_flInternalDisplayBrightnessNits;
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u_nitsToLinear = 1.0f / g_flInternalDisplayBrightnessNits;
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u_itmSdrNits = g_flHDRItmSdrNits;
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u_itmSdrNits = g_flHDRItmSdrNits;
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@ -3469,7 +3469,7 @@ void bind_all_layers(CVulkanCmdBuffer* cmdBuffer, const struct FrameInfo_t *fram
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|| (layer->filter == GamescopeUpscaleFilter::LINEAR && !layer->viewConvertsToLinearAutomatically());
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|| (layer->filter == GamescopeUpscaleFilter::LINEAR && !layer->viewConvertsToLinearAutomatically());
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cmdBuffer->bindTexture(i, layer->tex);
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cmdBuffer->bindTexture(i, layer->tex);
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cmdBuffer->setTextureSrgb(i, false);
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cmdBuffer->setTextureSrgb(i, layer->colorspace != GAMESCOPE_APP_TEXTURE_COLORSPACE_LINEAR);
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cmdBuffer->setSamplerNearest(i, nearest);
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cmdBuffer->setSamplerNearest(i, nearest);
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cmdBuffer->setSamplerUnnormalized(i, true);
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cmdBuffer->setSamplerUnnormalized(i, true);
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}
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}
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