Add the necessary logic to use in-shader CLUT lookups for regular textures

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Henrik Rydgård committed 2026-06-11 12:42:16 +02:00
1 parent 4f925fa5f2
commit 87cc608df1
7 files changed
+52 -15

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@@ -944,7 +944,7 @@ Draw2DPipeline *FramebufferManagerCommon::GetReinterpretPipeline(GEBufferFormat
Draw2DPipeline *pipeline = reinterpretFromTo_[(int)from][(int)to];
if (!pipeline) {
pipeline = draw2D_.Create2DPipeline([=](ShaderWriter &shaderWriter) -> Draw2DPipelineInfo {
pipeline = draw2D_.Create2DPipeline([from, to](ShaderWriter &shaderWriter) -> Draw2DPipelineInfo {
return GenerateReinterpretFragmentShader(shaderWriter, from, to);
});
reinterpretFromTo_[(int)from][(int)to] = pipeline;