GPU/HW: Handle palette VRAM wrapping

Fixes block colours in The Next Tetris.
This commit is contained in:
Stenzek 2024-01-13 13:54:49 +10:00
parent 5d3cf93aa3
commit e86cf51a48
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@ -130,9 +130,10 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
float((a_texcoord >> 16) * RESOLUTION_SCALE));
// base_x,base_y,palette_x,palette_y
// Palette X is scaled in fragment shader, since it can wrap.
v_texpage.x = (a_texpage & 15u) * 64u * RESOLUTION_SCALE;
v_texpage.y = ((a_texpage >> 4) & 1u) * 256u * RESOLUTION_SCALE;
v_texpage.z = ((a_texpage >> 16) & 63u) * 16u * RESOLUTION_SCALE;
v_texpage.z = ((a_texpage >> 16) & 63u) * 16u;
v_texpage.w = ((a_texpage >> 22) & 511u) * RESOLUTION_SCALE;
#if UV_LIMITS
@ -755,8 +756,8 @@ float4 SampleFromVRAM(uint4 texpage, float2 coords)
uint palette_index = (vram_value >> (subpixel * 8u)) & 0xFFu;
#endif
// sample palette
uint2 palette_icoord = uint2(texpage.z + (palette_index * RESOLUTION_SCALE), texpage.w);
// sample palette. can wrap in X direction
uint2 palette_icoord = uint2(((texpage.z + palette_index) & 0x3FFu) * RESOLUTION_SCALE, texpage.w);
return SAMPLE_TEXTURE(samp0, float2(palette_icoord) * RCP_VRAM_SIZE);
#else
// Direct texturing. Render-to-texture effects. Use upscaled coordinates.