Depal: Use the full CLUT mode setting as the depal shader key. Fixes #9550 for both D3D11 and D3D9.

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Henrik Rydgard committed 2017-04-04 11:09:29 +02:00
1 parent 0ca16c29ae
commit 22d5acb40e
17 files changed
+160 -42

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@@ -473,11 +473,12 @@ protected:
void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
DepalShader *depal = nullptr;
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) {
depal = depalShaderCache_->GetDepalettizeShader(clutFormat, framebuffer->drawnFormat);
depal = depalShaderCache_->GetDepalettizeShader(clutMode, framebuffer->drawnFormat);
}
if (depal) {
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
GLuint clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_);
Draw::Framebuffer *depalFBO = framebufferManagerGL_->GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, Draw::FBO_8888);
draw_->BindFramebufferAsRenderTarget(depalFBO);