(Wii U) Only sample alpha channel when rendering fonts

The font backend provides only the alpha channel for a given glyph, but 
we were sampling that channel for the r, g, b and a. Fix by hard-coding 
the sampled colour to white - the actually desired colour is multiplied 
in later.
This commit is contained in:
Ash Logan 2021-07-20 19:57:35 +10:00
parent 646cadba8c
commit 20e70f9caa

View File

@ -65,7 +65,7 @@ static void* wiiu_font_init_font(void* data, const char* font_path,
font->texture.viewNumSlices = 1;
font->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8;
font->texture.compMap = GX2_COMP_SEL(_R, _R, _R, _R);
font->texture.compMap = GX2_COMP_SEL(_1, _1, _1, _R);
GX2CalcSurfaceSizeAndAlignment(&font->texture.surface);
GX2InitTextureRegs(&font->texture);