Render scene with indexed textures for vid_rendermode 2
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783a3524ed
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28 changed files with 380 additions and 127 deletions
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@ -482,6 +482,8 @@ void VulkanRenderDevice::UpdatePalette()
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{
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if (mPostprocess)
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mPostprocess->ClearTonemapPalette();
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mTextureManager->SetGamePalette();
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}
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FTexture *VulkanRenderDevice::WipeStartScreen()
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@ -748,7 +750,7 @@ void VulkanRenderDevice::DownloadLightmap(int arrayIndex, uint16_t* buffer)
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mTextureManager->DownloadLightmap(arrayIndex, buffer);
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}
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int VulkanRenderDevice::GetBindlessTextureIndex(FMaterial* material, int clampmode, int translation)
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int VulkanRenderDevice::GetBindlessTextureIndex(FMaterial* material, int clampmode, int translation, bool paletteMode)
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{
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GlobalShaderAddr addr;
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auto globalshader = GetGlobalShader(material->GetShaderIndex(), nullptr, addr);
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@ -757,6 +759,7 @@ int VulkanRenderDevice::GetBindlessTextureIndex(FMaterial* material, int clampmo
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materialState.mMaterial = material;
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materialState.mClampMode = clampmode;
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materialState.mTranslation = translation;
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materialState.mPaletteMode = paletteMode;
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if(addr.type == 1 && *globalshader)
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{ // handle per-map global shaders
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