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d3d12: Fix texture loading for fw_fog.ppu.elf
Color are wrong though
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@ -169,6 +169,8 @@ size_t D3D12GSRender::UploadTextures()
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// Upload with correct rowpitch
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for (unsigned row = 0; row < heightInBlocks; row++)
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{
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size_t m_texture_pitch = m_textures[i].m_pitch;
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if (!m_texture_pitch) m_texture_pitch = rowPitch;
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if (format == CELL_GCM_TEXTURE_A8R8G8B8 && is_swizzled)
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{
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u32 *src, *dst;
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@ -186,7 +188,7 @@ size_t D3D12GSRender::UploadTextures()
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}
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}
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else
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streamToBuffer((char*)textureData + row * rowPitch, (char*)pixels + row * m_textures[i].m_pitch, m_textures[i].m_pitch);
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streamToBuffer((char*)textureData + row * rowPitch, (char*)pixels + row * m_texture_pitch, m_texture_pitch);
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}
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Texture->Unmap(0, nullptr);
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@ -229,7 +231,7 @@ size_t D3D12GSRender::UploadTextures()
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Format = dxgiFormat;
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srvDesc.Texture2D.MipLevels = 1;
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static const int RemapValue[4] =
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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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