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Added support for textures with palettes #14056
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@icculus, I still need to add GPU support for this, but at least it works from an API perspective. What do you think? |
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Each texture gets its own palette, the palette is updated when it is rendered if necessary, rendering is flushed if a texture render is already queued up. Trying to share palettes and handle the different cases of queued rendering and changing palettes in the middle of the frame ends up being very complicated, so we'll keep it simple for now.
This is needed to add more fragment shader constants in the future as we're already at our 64 size limit
VUID-VkPipelineRasterizationStateCreateInfo-depthClampEnable-00782(ERROR / SPEC): msgNum: -316906200 - Validation Error: [ VUID-VkPipelineRasterizationStateCreateInfo-depthClampEnable-00782 ] | MessageID = 0xed1c6528 | vkCreateGraphicsPipelines(): pCreateInfos[0].pRasterizationState->depthClampEnable is VK_TRUE, but the depthClamp feature was not enabled. The Vulkan spec states: If the depthClamp feature is not enabled, depthClampEnable must be VK_FALSE (https://vulkan.lunarg.com/doc/view/1.3.268.0/windows/1.3-extensions/vkspec.html#VUID-VkPipelineRasterizationStateCreateInfo-depthClampEnable-00782)
Supported backends: direct3d, direct3d11, direct3d12, gpu, metal, opengl, opengles2
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When the application modifies the palette, any textures that use it will automatically be updated.
sdl2-compat test are failing in buildbots. Is this he culprit? |
#14061 is more likely |
I don't see how? Here is he excerpt from linux run:
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Should be #13840 I guess, droppin a note in there now. |
Closes #6192