[D3D12] Fix DXN swizzle and cleanup texture swizzles

This commit is contained in:
Triang3l 2019-10-21 21:16:29 +03:00
parent a9ed73bdd1
commit 1005651855
2 changed files with 669 additions and 265 deletions

File diff suppressed because it is too large Load Diff

View File

@ -266,13 +266,8 @@ class TextureCache {
DXGI_FORMAT dxgi_format_resolve_tile;
ResolveTileMode resolve_tile_mode;
// Whether the red component must be replicated in the SRV swizzle, for
// single-component formats. At least for DXT3A/DXT5A, this is according to
// http://fileadmin.cs.lth.se/cs/Personal/Michael_Doggett/talks/unc-xenos-doggett.pdf
// k_8 is also used with RGBA swizzle, but assumes replicated components, in
// Halo 3 sprites, thus it appears that all single-component formats should
// have RRRR swizzle.
bool replicate_component;
// Mapping of Xenos swizzle components to DXGI format components.
uint8_t swizzle[4];
};
union TextureKey {