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-rw-r--r--src/video_core/gpu_thread.cpp3
-rw-r--r--src/video_core/gpu_thread.h4
-rw-r--r--src/video_core/textures/texture.cpp14
3 files changed, 12 insertions, 9 deletions
diff --git a/src/video_core/gpu_thread.cpp b/src/video_core/gpu_thread.cpp
index 050b11874..f52f9e28f 100644
--- a/src/video_core/gpu_thread.cpp
+++ b/src/video_core/gpu_thread.cpp
@@ -32,7 +32,8 @@ static void RunThread(std::stop_token stop_token, Core::System& system,
VideoCore::RasterizerInterface* const rasterizer = renderer.ReadRasterizer();
while (!stop_token.stop_requested()) {
- CommandDataContainer next = state.queue.PopWait(stop_token);
+ CommandDataContainer next;
+ state.queue.Pop(next, stop_token);
if (stop_token.stop_requested()) {
break;
}
diff --git a/src/video_core/gpu_thread.h b/src/video_core/gpu_thread.h
index 90bcb5958..43940bd6d 100644
--- a/src/video_core/gpu_thread.h
+++ b/src/video_core/gpu_thread.h
@@ -10,8 +10,8 @@
#include <thread>
#include <variant>
+#include "common/bounded_threadsafe_queue.h"
#include "common/polyfill_thread.h"
-#include "common/threadsafe_queue.h"
#include "video_core/framebuffer_config.h"
namespace Tegra {
@@ -97,7 +97,7 @@ struct CommandDataContainer {
/// Struct used to synchronize the GPU thread
struct SynchState final {
- using CommandQueue = Common::MPSCQueue<CommandDataContainer, true>;
+ using CommandQueue = Common::MPSCQueue<CommandDataContainer>;
std::mutex write_lock;
CommandQueue queue;
u64 last_fence{};
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 {