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Vulkan: Simplify palette texture conversion
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@ -86,28 +86,9 @@ void TextureCache::ConvertTexture(TCacheEntryBase* base_entry, TCacheEntryBase*
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{
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TCacheEntry* entry = static_cast<TCacheEntry*>(base_entry);
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TCacheEntry* unconverted = static_cast<TCacheEntry*>(base_unconverted);
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_assert_(entry->config.rendertarget);
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// EFB copies can be used as paletted textures as well. For these, we can't assume them to be
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// contain the correct data before the frame begins (when the init command buffer is executed),
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// so we must convert them at the appropriate time, during the drawing command buffer.
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VkCommandBuffer command_buffer;
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if (unconverted->IsEfbCopy())
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{
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command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
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StateTracker::GetInstance()->EndRenderPass();
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StateTracker::GetInstance()->SetPendingRebind();
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}
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else
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{
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// Use initialization command buffer and perform conversion before the drawing commands.
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command_buffer = g_command_buffer_mgr->GetCurrentInitCommandBuffer();
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}
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m_texture_converter->ConvertTexture(
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command_buffer, GetRenderPassForTextureUpdate(entry->GetTexture()), entry->GetFramebuffer(),
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unconverted->GetTexture(), entry->config.width, entry->config.height, palette, format,
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unconverted->format);
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entry, unconverted, GetRenderPassForTextureUpdate(entry->GetTexture()), palette, format);
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// Render pass transitions to SHADER_READ_ONLY.
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entry->GetTexture()->OverrideImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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