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D3D11: Use a dedicated slot for the depal texture.
Otherwise it affects shader blending.
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@@ -36,7 +36,7 @@ void GenerateDepalShader300(char *buffer, GEBufferFormat pixelFormat, ShaderLang
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if (language == HLSL_D3D11) {
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WRITE(p, "SamplerState texSamp : register(s0);\n");
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WRITE(p, "Texture2D<float4> tex : register(t0);\n");
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WRITE(p, "Texture2D<float4> pal : register(t1);\n");
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WRITE(p, "Texture2D<float4> pal : register(t3);\n");
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} else if (language == GLSL_VULKAN) {
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WRITE(p, "#version 140\n");
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WRITE(p, "#extension GL_ARB_separate_shader_objects : enable\n");
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@@ -398,7 +398,8 @@ void TextureCacheD3D11::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFra
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shaderApply.ApplyBounds(gstate_c.vertBounds, gstate_c.curTextureXOffset, gstate_c.curTextureYOffset, xoff, yoff);
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shaderApply.Use(depalShaderCache_->GetDepalettizeVertexShader(), depalShaderCache_->GetInputLayout());
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context_->PSSetShaderResources(1, 1, &clutTexture);
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context_->PSSetShaderResources(3, 1, &clutTexture);
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context_->PSSetSamplers(3, 1, &stockD3D11.samplerPoint2DWrap);
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framebufferManagerD3D11_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_SKIP_COPY);
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context_->PSSetSamplers(0, 1, &stockD3D11.samplerPoint2DWrap);
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draw_->BindFramebufferAsRenderTarget(depalFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });
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