Remap color component depends on RTT or RSX memory (#1744)

This commit is contained in:
raven02 2016-06-05 16:11:58 +08:00 committed by Ivan
parent 39767b8d46
commit 9710044134

View File

@ -324,14 +324,6 @@ void D3D12GSRender::upload_textures(ID3D12GraphicsCommandList *command_list, siz
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1);
break;
case CELL_GCM_TEXTURE_W16_Z16_Y16_X16_FLOAT:
shared_resource_view_desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3,
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2,
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0);
break;
case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8:
case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8:
shared_resource_view_desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
@ -340,7 +332,8 @@ void D3D12GSRender::upload_textures(ID3D12GraphicsCommandList *command_list, siz
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0);
break;
case CELL_GCM_TEXTURE_W16_Z16_Y16_X16_FLOAT:
case CELL_GCM_TEXTURE_A8R8G8B8:
case CELL_GCM_TEXTURE_D8R8G8B8:
{