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Emergency media changes
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@ -83,7 +83,6 @@ texture, and a Z axis used to determine which texture of the array is in use.
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"./cube.png| "
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>}}
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TL;DR, one is a sphere and the other is a list.
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Vulkan allows for textures to be marked for conversion into cube maps if later needed, but the sampling (reading) is determined by the texture type specified by the game’s shader
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@ -92,15 +91,18 @@ We do just this and the game decides to keep its textures as arrays, which is it
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However, the AMD driver decides that the textures should be sampled as cube maps, ignoring what the texture view determined just before.
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While this should not be a problem on its own, as coordinates can still be pulled out from the wrong texture type, the driver can end up reading the wrong texel.
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This can result in happy rainbow ground in `The Legend of Zelda: Breath of the Wild`, or as dark and evil terrain in `Hyrule Warriors: Age of Calamity`.
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[By disabling Cube Compatibility on GCN4 and older devices running the official AMD proprietary drivers,](https://github.com/yuzu-emu/yuzu/pull/7076) epicboy returned proper
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sense to the devastated land of Hyrule.
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{{< single-title-imgs
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"I prefer no RGB, thanks (The Legend of Zelda: Breath of the Wild)"
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"./botwbug.png"
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"./botwfix.png"
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>}}
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{{< imgs
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"./botwbug.png| I prefer no RGB, thanks (The Legend of Zelda: Breath of the Wild)"
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>}}
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{{< imgs
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"./botwfix.png| But not THAT dark! (Hyrule Warriors: Age of Calamity)"
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>}}
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Speaking of RGB, [as discussed back in February](https://yuzu-emu.org/entry/yuzu-progress-report-feb-2021/#paint-me-like-one-of-your-french-bits), yuzu has to use compute
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shaders to convert most BGR texture formats in OpenGL to avoid mismatched colours.
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