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shader: sample packed normalized images with one bilinear gather
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@@ -568,7 +568,8 @@ TextureBinding RenderExecutor::ResolveTexture(const ShaderRecompiler::IR::ImageR
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const bool shader_conversion =
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surface_format.conversion_format != Prospero::BufferFormat::kInvalid;
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const bool sampled_numeric_class =
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storage || resource.numeric_class == Prospero::SampledTextureNumericClass(format);
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storage || resource.numeric_class ==
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Prospero::SampledTextureNumericClass(Prospero::RemapTextureFormat(format));
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if (!storage && resource.resource_class == ShaderRecompiler::IR::ImageResourceClass::Sampled &&
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!sampled_numeric_class) {
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EXIT("sampled image numeric class mismatch: numeric=%u format=%u addr=0x%016" PRIx64 "\n",
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