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Set pitch correctly when uploading converted CLUT textures
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58c2ba987d
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@ -85,7 +85,7 @@ ID3D11ShaderResourceView *DepalShaderCacheD3D11::GetClutTexture(GEPaletteFormat
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}
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int texturePixels = clutFormat == GE_CMODE_32BIT_ABGR8888 ? 256 : 512;
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int bpp = clutFormat == GE_CMODE_32BIT_ABGR8888 ? 4 : 2;
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DXGI_FORMAT dstFmt;
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uint32_t *expanded = nullptr;
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if (expandTo32bit && clutFormat != GE_CMODE_32BIT_ABGR8888) {
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@ -103,6 +103,7 @@ ID3D11ShaderResourceView *DepalShaderCacheD3D11::GetClutTexture(GEPaletteFormat
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}
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rawClut = expanded;
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dstFmt = DXGI_FORMAT_B8G8R8A8_UNORM;
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bpp = 4;
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}
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else {
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dstFmt = GetClutDestFormatD3D11(clutFormat);
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@ -121,7 +122,7 @@ ID3D11ShaderResourceView *DepalShaderCacheD3D11::GetClutTexture(GEPaletteFormat
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D3D11_SUBRESOURCE_DATA data{};
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data.pSysMem = rawClut;
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// Regardless of format, the CLUT should always be 1024 bytes.
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data.SysMemPitch = 1024;
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data.SysMemPitch = texturePixels * bpp;
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DepalTextureD3D11 *tex = new DepalTextureD3D11();
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// TODO: Look into 1D textures
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