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GPU: Use postshader for direct VRAM draws again.
Also centralize the pixel texture code while at it.
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@@ -176,58 +176,6 @@ void FramebufferManagerVulkan::Init() {
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Resized();
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}
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Draw::Texture *FramebufferManagerVulkan::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) {
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auto generateTexture = [&](uint8_t *data, const uint8_t *initData, uint32_t w, uint32_t h, uint32_t d, uint32_t byteStride, uint32_t sliceByteStride) {
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for (int y = 0; y < height; y++) {
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const u16_le *src16 = (const u16_le *)srcPixels + srcStride * y;
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const u32_le *src32 = (const u32_le *)srcPixels + srcStride * y;
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u32 *dst = (u32 *)(data + byteStride * y);
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switch (srcPixelFormat) {
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case GE_FORMAT_565:
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ConvertRGBA565ToRGBA8888(dst, src16, width);
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break;
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case GE_FORMAT_5551:
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ConvertRGBA5551ToRGBA8888(dst, src16, width);
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break;
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case GE_FORMAT_4444:
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ConvertRGBA4444ToRGBA8888(dst, src16, width);
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break;
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case GE_FORMAT_8888:
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memcpy(dst, src32, 4 * width);
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break;
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case GE_FORMAT_INVALID:
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_dbg_assert_msg_(G3D, false, "Invalid pixelFormat passed to DrawPixels().");
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break;
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}
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}
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};
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// Hot Shot Golf (#12355) does tons of these in a frame in some situations! So actually,
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// we do use an allocator. In fact, I've now banned allocator-less textures.
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Draw::TextureDesc desc{
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Draw::TextureType::LINEAR2D,
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Draw::DataFormat::R8G8B8A8_UNORM,
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width,
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height,
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1,
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1,
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false,
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"DrawPixels",
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{ (uint8_t *)srcPixels },
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generateTexture,
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};
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// TODO: Use allocator_ somehow?
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Draw::Texture *tex = draw_->CreateTexture(desc);
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if (!tex)
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ERROR_LOG(G3D, "Failed to create drawpixels texture");
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return tex;
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}
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void FramebufferManagerVulkan::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) {
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float texCoords[8] = {
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u0,v0,
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