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d3d12; Fix swizzle for B8 texture format
Fix menu in guided fate paradox for WARP
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parent
41577b5018
commit
e36c4f75e0
1 changed files with 5 additions and 6 deletions
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@ -441,7 +441,7 @@ size_t D3D12GSRender::UploadTextures()
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std::unordered_map<u32, ID3D12Resource* >::const_iterator ItRTT = m_rtts.m_renderTargets.find(texaddr);
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std::unordered_map<u32, ID3D12Resource* >::const_iterator ItCache = m_texturesCache.find(texaddr);
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bool isRenderTarget = false;
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if (ItRTT != m_rtts.m_renderTargets.end())
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/* if (ItRTT != m_rtts.m_renderTargets.end())
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{
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vramTexture = ItRTT->second;
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isRenderTarget = true;
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@ -450,7 +450,7 @@ size_t D3D12GSRender::UploadTextures()
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{
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vramTexture = ItCache->second;
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}
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else
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else*/
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{
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// Upload at each iteration to take advantage of overlapping transfer
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ID3D12GraphicsCommandList *commandList;
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@ -480,9 +480,9 @@ size_t D3D12GSRender::UploadTextures()
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break;
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case CELL_GCM_TEXTURE_B8:
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srvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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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_FROM_MEMORY_COMPONENT_0,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0);
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break;
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case CELL_GCM_TEXTURE_A1R5G5B5:
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@ -565,7 +565,6 @@ size_t D3D12GSRender::UploadTextures()
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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break;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
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Handle.ptr += (getCurrentResourceStorage().m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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m_device->CreateShaderResourceView(vramTexture, &srvDesc, Handle);
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