D3D11: Use a dedicated slot for the depal texture.

Otherwise it affects shader blending.
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Unknown W. Brackets committed 2018-05-06 08:58:54 -07:00
1 parent 8d07e6d985
commit abbab23814
2 files changed
+3 -2

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+1 -1
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@@ -36,7 +36,7 @@ void GenerateDepalShader300(char *buffer, GEBufferFormat pixelFormat, ShaderLang
if (language == HLSL_D3D11) {
WRITE(p, "SamplerState texSamp : register(s0);\n");
WRITE(p, "Texture2D<float4> tex : register(t0);\n");
WRITE(p, "Texture2D<float4> pal : register(t1);\n");
WRITE(p, "Texture2D<float4> pal : register(t3);\n");
} else if (language == GLSL_VULKAN) {
WRITE(p, "#version 140\n");
WRITE(p, "#extension GL_ARB_separate_shader_objects : enable\n");
+2 -1
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@@ -398,7 +398,8 @@ void TextureCacheD3D11::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFra
shaderApply.ApplyBounds(gstate_c.vertBounds, gstate_c.curTextureXOffset, gstate_c.curTextureYOffset, xoff, yoff);
shaderApply.Use(depalShaderCache_->GetDepalettizeVertexShader(), depalShaderCache_->GetInputLayout());
context_->PSSetShaderResources(1, 1, &clutTexture);
context_->PSSetShaderResources(3, 1, &clutTexture);
context_->PSSetSamplers(3, 1, &stockD3D11.samplerPoint2DWrap);
framebufferManagerD3D11_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_SKIP_COPY);
context_->PSSetSamplers(0, 1, &stockD3D11.samplerPoint2DWrap);
draw_->BindFramebufferAsRenderTarget(depalFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });