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Merge pull request #17316 from hrydgard/socom-fix-d3d9
Apply the SOCOM fix to D3D9/ES2 depal shaders too
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@@ -244,7 +244,11 @@ void GenerateDepalShaderFloat(ShaderWriter &writer, const DepalConfig &config) {
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}
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break;
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case GE_FORMAT_5551:
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if ((mask & (mask + 1)) == 0 && shift < 16) {
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if (config.textureFormat == GE_TFMT_CLUT8 && mask == 0xFF && shift == 0) {
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sprintf(lookupMethod, "index.b * 64.0 + index.g * 4.0"); // we just skip A.
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index_multiplier = 1.0f / 256.0f;
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// SOCOM case. #16210
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} else if ((mask & (mask + 1)) == 0 && shift < 16) {
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const char *rgba = "rrrrrgggggbbbbba";
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const u8 rgba_shift = shift % 5;
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if (rgba_shift == 0 && mask == 0x1F) {
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