Windows: Use SRGB texture/render target for better colors when scaling with bilinear interpolation on

This commit is contained in:
Sour 2019-10-29 17:39:43 -04:00
parent b4d28cfbdc
commit 5315ef4445

View file

@ -89,7 +89,7 @@ void Renderer::SetScreenSize(uint32_t width, uint32_t height)
} else {
ResetNesBuffers();
ReleaseRenderTargetView();
_pSwapChain->ResizeBuffers(1, _realScreenWidth, _realScreenHeight, DXGI_FORMAT_B8G8R8A8_UNORM, 0);
_pSwapChain->ResizeBuffers(1, _realScreenWidth, _realScreenHeight, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, 0);
CreateRenderTargetView();
CreateNesBuffers();
}
@ -273,7 +273,7 @@ HRESULT Renderer::InitDevice()
sd.BufferCount = 1;
sd.BufferDesc.Width = _realScreenWidth;
sd.BufferDesc.Height = _realScreenHeight;
sd.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
sd.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
sd.BufferDesc.RefreshRate.Numerator = _console->GetSettings()->GetVideoConfig().ExclusiveFullscreenRefreshRate;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
@ -430,7 +430,7 @@ ID3D11Texture2D* Renderer::CreateTexture(uint32_t width, uint32_t height)
desc.ArraySize = 1;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
desc.MipLevels = 1;
desc.MiscFlags = 0;
desc.SampleDesc.Count = 1;