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Add notes about precision of YUV->RGB conversion factors for XFB
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@ -968,6 +968,8 @@ static const std::map<TextureFormat, DecodingShaderInfo> s_decoding_shader_info{
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// We do the inverse BT.601 conversion for YCbCr to RGB
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// http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion
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// TODO: Use more precise numbers for this conversion (although on real hardware, the XFB isn't
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// in a real texture format, so does this conversion actually ever happen?)
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{TextureFormat::XFB,
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{TEXEL_BUFFER_FORMAT_RGBA8_UINT, 0, 8, 8, false,
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R"(
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