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d3d12: D8R8G8B8 and A8R8G8B8 are essentially the same.
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fcf7751008
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27807f3a61
@ -239,6 +239,7 @@ void D3D12GSRender::upload_and_bind_textures(ID3D12GraphicsCommandList *command_
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shared_resource_view_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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break;
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case CELL_GCM_TEXTURE_A8R8G8B8:
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case CELL_GCM_TEXTURE_D8R8G8B8:
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{
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@ -312,28 +313,6 @@ void D3D12GSRender::upload_and_bind_textures(ID3D12GraphicsCommandList *command_
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case CELL_GCM_TEXTURE_D1R5G5B5:
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shared_resource_view_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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break;
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case CELL_GCM_TEXTURE_D8R8G8B8:
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{
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const int RemapValue[4] =
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{
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1
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};
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u8 remap_a = textures[i].remap() & 0x3;
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u8 remap_r = (textures[i].remap() >> 2) & 0x3;
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u8 remap_g = (textures[i].remap() >> 4) & 0x3;
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u8 remap_b = (textures[i].remap() >> 6) & 0x3;
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shared_resource_view_desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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RemapValue[remap_a],
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RemapValue[remap_r],
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RemapValue[remap_g],
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RemapValue[remap_b]);
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break;
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}
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case CELL_GCM_TEXTURE_Y16_X16_FLOAT:
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shared_resource_view_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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break;
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