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[d3d11] Fix stencil component mapping in shader resource views
Fixes terrain rendering in Far Cry 5.
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@ -383,6 +383,13 @@ namespace dxvk {
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viewInfo.aspect = formatInfo.Aspect;
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viewInfo.aspect = formatInfo.Aspect;
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viewInfo.swizzle = formatInfo.Swizzle;
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viewInfo.swizzle = formatInfo.Swizzle;
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// Shaders expect the stencil value in the G component
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if (viewInfo.aspect == VK_IMAGE_ASPECT_STENCIL_BIT) {
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viewInfo.swizzle = VkComponentMapping {
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VK_COMPONENT_SWIZZLE_ZERO, VK_COMPONENT_SWIZZLE_R,
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VK_COMPONENT_SWIZZLE_ZERO, VK_COMPONENT_SWIZZLE_ZERO };
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}
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switch (desc.ViewDimension) {
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switch (desc.ViewDimension) {
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case D3D11_SRV_DIMENSION_TEXTURE1D:
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case D3D11_SRV_DIMENSION_TEXTURE1D:
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viewInfo.type = VK_IMAGE_VIEW_TYPE_1D;
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viewInfo.type = VK_IMAGE_VIEW_TYPE_1D;
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