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Decode EFB copies used as paletted textures.
A number of games make an EFB copy in I4/I8 format, then use it as a texture in C4/C8 format. Detect when this happens, and decode the copy on the GPU using the specified palette. This has a few advantages: it allows using EFB2Tex for a few more games, it, it preserves the resolution of scaled EFB copies, and it's probably a bit faster. D3D only at the moment, but porting to OpenGL should be straightforward..
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@ -42,8 +42,15 @@ private:
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u64 EncodeToRamFromTexture(u32 address, void* source_texture, u32 SourceW, u32 SourceH, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source) {return 0;};
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void ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette, TlutFormat format) override;
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void CompileShaders() override { }
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void DeleteShaders() override { }
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ID3D11Buffer* palette_buf;
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ID3D11ShaderResourceView* palette_buf_srv;
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ID3D11Buffer* palette_uniform;
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ID3D11PixelShader* palette_pixel_shader[3];
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};
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}
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