diff --git a/hw/xbox/nv2a/pgraph/vk/texture.c b/hw/xbox/nv2a/pgraph/vk/texture.c index b7619be557..3ed3487bf7 100644 --- a/hw/xbox/nv2a/pgraph/vk/texture.c +++ b/hw/xbox/nv2a/pgraph/vk/texture.c @@ -1021,23 +1021,6 @@ static bool check_surface_to_texture_compatiblity(const SurfaceBinding *surface, return true; } -#ifdef __ANDROID__ - switch (surface->shape.color_format) { - case NV097_SET_SURFACE_FORMAT_COLOR_LE_X1R5G5B5_Z1R5G5B5: - case NV097_SET_SURFACE_FORMAT_COLOR_LE_X8R8G8B8_Z8R8G8B8: - case NV097_SET_SURFACE_FORMAT_COLOR_LE_A8R8G8B8: - /* - * Android GL routes these through RGBA8 surface transfers so guest - * alpha/color semantics are preserved. Sampling the raw Vulkan surface - * image directly can bypass that reinterpretation and show large black - * composition rectangles in 2D-heavy games. - */ - return false; - default: - break; - } -#endif - VkColorFormatInfo tex_vkf = kelvin_color_format_vk_map[shape->color_format]; return tex_vkf.vk_format && surface->host_fmt.host_bytes_per_pixel == vk_format_texel_size(tex_vkf.vk_format);