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@ -130,9 +130,10 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
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float((a_texcoord >> 16) * RESOLUTION_SCALE));
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// base_x,base_y,palette_x,palette_y
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// Palette X is scaled in fragment shader, since it can wrap.
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v_texpage.x = (a_texpage & 15u) * 64u * RESOLUTION_SCALE;
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v_texpage.y = ((a_texpage >> 4) & 1u) * 256u * RESOLUTION_SCALE;
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v_texpage.z = ((a_texpage >> 16) & 63u) * 16u * RESOLUTION_SCALE;
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v_texpage.z = ((a_texpage >> 16) & 63u) * 16u;
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v_texpage.w = ((a_texpage >> 22) & 511u) * RESOLUTION_SCALE;
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#if UV_LIMITS
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@ -755,8 +756,8 @@ float4 SampleFromVRAM(uint4 texpage, float2 coords)
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uint palette_index = (vram_value >> (subpixel * 8u)) & 0xFFu;
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#endif
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// sample palette
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uint2 palette_icoord = uint2(texpage.z + (palette_index * RESOLUTION_SCALE), texpage.w);
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// sample palette. can wrap in X direction
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uint2 palette_icoord = uint2(((texpage.z + palette_index) & 0x3FFu) * RESOLUTION_SCALE, texpage.w);
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return SAMPLE_TEXTURE(samp0, float2(palette_icoord) * RCP_VRAM_SIZE);
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#else
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// Direct texturing. Render-to-texture effects. Use upscaled coordinates.
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