Vulkan: Use correct source format to determine palette size
Fixes blur in fortune street fifologs.
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@ -67,7 +67,7 @@ void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker,
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VkRenderPass render_pass,
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VkFramebuffer dst_framebuffer, Texture2D* src_texture,
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u32 width, u32 height, void* palette,
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TlutFormat format)
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TlutFormat format, u32 src_format)
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{
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struct PSUniformBlock
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{
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@ -78,7 +78,7 @@ void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker,
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_assert_(static_cast<size_t>(format) < NUM_PALETTE_CONVERSION_SHADERS);
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size_t palette_size = ((format & 0xF) == GX_TF_I4) ? 32 : 512;
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size_t palette_size = (src_format & 0xF) == GX_TF_I4 ? 32 : 512;
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VkDescriptorSet texel_buffer_descriptor_set;
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// Allocate memory for the palette, and descriptor sets for the buffer.
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@ -134,7 +134,7 @@ void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker,
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// PS Uniforms/Samplers
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PSUniformBlock uniforms = {};
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uniforms.multiplier = ((format & 0xF)) == GX_TF_I4 ? 15.0f : 255.0f;
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uniforms.multiplier = (src_format & 0xF) == GX_TF_I4 ? 15.0f : 255.0f;
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uniforms.texel_buffer_offset = static_cast<int>(palette_offset / sizeof(u16));
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draw.SetPushConstants(&uniforms, sizeof(uniforms));
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draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetPointSampler());
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@ -29,7 +29,7 @@ public:
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void ConvertTexture(StateTracker* state_tracker, VkCommandBuffer command_buffer,
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VkRenderPass render_pass, VkFramebuffer dst_framebuffer,
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Texture2D* src_texture, u32 width, u32 height, void* palette,
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TlutFormat format);
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TlutFormat format, u32 src_format);
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private:
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static const size_t NUM_PALETTE_CONVERSION_SHADERS = 3;
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@ -111,7 +111,7 @@ void TextureCache::ConvertTexture(TCacheEntryBase* base_entry, TCacheEntryBase*
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m_palette_texture_converter->ConvertTexture(
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m_state_tracker, command_buffer, GetRenderPassForTextureUpdate(entry->GetTexture()),
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entry->GetFramebuffer(), unconverted->GetTexture(), entry->config.width, entry->config.height,
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palette, format);
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palette, format, unconverted->format);
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// Render pass transitions to SHADER_READ_ONLY.
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entry->GetTexture()->OverrideImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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