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gpu: Remove PixelFormat G8R8U and G8R8S, as they do not seem to exist.
- Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
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af9336df57
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2020ba06e1
@ -66,8 +66,6 @@ static constexpr ConversionArray morton_to_linear_fns = {
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MortonCopy<true, PixelFormat::BC6H_UF16>,
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MortonCopy<true, PixelFormat::BC6H_SF16>,
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MortonCopy<true, PixelFormat::ASTC_2D_4X4>,
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MortonCopy<true, PixelFormat::G8R8U>,
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MortonCopy<true, PixelFormat::G8R8S>,
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MortonCopy<true, PixelFormat::BGRA8>,
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MortonCopy<true, PixelFormat::RGBA32F>,
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MortonCopy<true, PixelFormat::RG32F>,
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@ -138,8 +136,6 @@ static constexpr ConversionArray linear_to_morton_fns = {
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MortonCopy<false, PixelFormat::BC6H_SF16>,
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// TODO(Subv): Swizzling ASTC formats are not supported
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nullptr,
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MortonCopy<false, PixelFormat::G8R8U>,
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MortonCopy<false, PixelFormat::G8R8S>,
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MortonCopy<false, PixelFormat::BGRA8>,
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MortonCopy<false, PixelFormat::RGBA32F>,
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MortonCopy<false, PixelFormat::RG32F>,
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@ -288,8 +288,6 @@ static constexpr std::array<FormatTuple, VideoCore::Surface::MaxPixelFormat> tex
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{GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_RGB, GL_UNSIGNED_INT_8_8_8_8, ComponentType::Float,
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true}, // BC6H_SF16
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_4X4
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{GL_RG8, GL_RG, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // G8R8U
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{GL_RG8, GL_RG, GL_BYTE, ComponentType::SNorm, false}, // G8R8S
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{GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // BGRA8
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{GL_RGBA32F, GL_RGBA, GL_FLOAT, ComponentType::Float, false}, // RGBA32F
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{GL_RG32F, GL_RG, GL_FLOAT, ComponentType::Float, false}, // RG32F
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@ -620,18 +618,6 @@ static void ConvertS8Z24ToZ24S8(std::vector<u8>& data, u32 width, u32 height, bo
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}
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}
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static void ConvertG8R8ToR8G8(std::vector<u8>& data, u32 width, u32 height) {
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constexpr auto bpp{GetBytesPerPixel(PixelFormat::G8R8U)};
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for (std::size_t y = 0; y < height; ++y) {
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for (std::size_t x = 0; x < width; ++x) {
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const std::size_t offset{bpp * (y * width + x)};
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const u8 temp{data[offset]};
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data[offset] = data[offset + 1];
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data[offset + 1] = temp;
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}
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}
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}
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/**
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* Helper function to perform software conversion (as needed) when loading a buffer from Switch
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* memory. This is for Maxwell pixel formats that cannot be represented as-is in OpenGL or with
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@ -664,12 +650,6 @@ static void ConvertFormatAsNeeded_LoadGLBuffer(std::vector<u8>& data, PixelForma
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// Convert the S8Z24 depth format to Z24S8, as OpenGL does not support S8Z24.
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ConvertS8Z24ToZ24S8(data, width, height, false);
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break;
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case PixelFormat::G8R8U:
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case PixelFormat::G8R8S:
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// Convert the G8R8 color format to R8G8, as OpenGL does not support G8R8.
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ConvertG8R8ToR8G8(data, width, height);
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break;
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}
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}
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@ -681,8 +661,6 @@ static void ConvertFormatAsNeeded_LoadGLBuffer(std::vector<u8>& data, PixelForma
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static void ConvertFormatAsNeeded_FlushGLBuffer(std::vector<u8>& data, PixelFormat pixel_format,
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u32 width, u32 height) {
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switch (pixel_format) {
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case PixelFormat::G8R8U:
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case PixelFormat::G8R8S:
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case PixelFormat::ASTC_2D_4X4:
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case PixelFormat::ASTC_2D_8X8:
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case PixelFormat::ASTC_2D_4X4_SRGB:
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@ -196,11 +196,14 @@ PixelFormat PixelFormatFromTextureFormat(Tegra::Texture::TextureFormat format,
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LOG_CRITICAL(HW_GPU, "Unimplemented component_type={}", static_cast<u32>(component_type));
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UNREACHABLE();
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case Tegra::Texture::TextureFormat::G8R8:
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// TextureFormat::G8R8 is actually ordered red then green, as such we can use
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// PixelFormat::RG8U and PixelFormat::RG8S. This was tested with The Legend of Zelda: Breath
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// of the Wild, which uses this format to render the hearts on the UI.
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switch (component_type) {
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case Tegra::Texture::ComponentType::UNORM:
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return PixelFormat::G8R8U;
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return PixelFormat::RG8U;
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case Tegra::Texture::ComponentType::SNORM:
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return PixelFormat::G8R8S;
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return PixelFormat::RG8S;
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}
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LOG_CRITICAL(HW_GPU, "Unimplemented component_type={}", static_cast<u32>(component_type));
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UNREACHABLE();
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@ -38,57 +38,55 @@ enum class PixelFormat {
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BC6H_UF16 = 20,
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BC6H_SF16 = 21,
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ASTC_2D_4X4 = 22,
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G8R8U = 23,
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G8R8S = 24,
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BGRA8 = 25,
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RGBA32F = 26,
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RG32F = 27,
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R32F = 28,
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R16F = 29,
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R16U = 30,
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R16S = 31,
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R16UI = 32,
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R16I = 33,
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RG16 = 34,
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RG16F = 35,
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RG16UI = 36,
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RG16I = 37,
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RG16S = 38,
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RGB32F = 39,
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RGBA8_SRGB = 40,
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RG8U = 41,
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RG8S = 42,
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RG32UI = 43,
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R32UI = 44,
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ASTC_2D_8X8 = 45,
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ASTC_2D_8X5 = 46,
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ASTC_2D_5X4 = 47,
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BGRA8_SRGB = 48,
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DXT1_SRGB = 49,
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DXT23_SRGB = 50,
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DXT45_SRGB = 51,
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BC7U_SRGB = 52,
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ASTC_2D_4X4_SRGB = 53,
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ASTC_2D_8X8_SRGB = 54,
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ASTC_2D_8X5_SRGB = 55,
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ASTC_2D_5X4_SRGB = 56,
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ASTC_2D_5X5 = 57,
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ASTC_2D_5X5_SRGB = 58,
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ASTC_2D_10X8 = 59,
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ASTC_2D_10X8_SRGB = 60,
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BGRA8 = 23,
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RGBA32F = 24,
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RG32F = 25,
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R32F = 26,
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R16F = 27,
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R16U = 28,
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R16S = 29,
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R16UI = 30,
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R16I = 31,
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RG16 = 32,
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RG16F = 33,
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RG16UI = 34,
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RG16I = 35,
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RG16S = 36,
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RGB32F = 37,
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RGBA8_SRGB = 38,
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RG8U = 39,
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RG8S = 40,
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RG32UI = 41,
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R32UI = 42,
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ASTC_2D_8X8 = 43,
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ASTC_2D_8X5 = 44,
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ASTC_2D_5X4 = 45,
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BGRA8_SRGB = 46,
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DXT1_SRGB = 47,
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DXT23_SRGB = 48,
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DXT45_SRGB = 49,
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BC7U_SRGB = 50,
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ASTC_2D_4X4_SRGB = 51,
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ASTC_2D_8X8_SRGB = 52,
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ASTC_2D_8X5_SRGB = 53,
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ASTC_2D_5X4_SRGB = 54,
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ASTC_2D_5X5 = 55,
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ASTC_2D_5X5_SRGB = 56,
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ASTC_2D_10X8 = 57,
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ASTC_2D_10X8_SRGB = 58,
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MaxColorFormat,
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// Depth formats
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Z32F = 61,
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Z16 = 62,
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Z32F = 59,
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Z16 = 60,
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MaxDepthFormat,
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// DepthStencil formats
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Z24S8 = 63,
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S8Z24 = 64,
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Z32FS8 = 65,
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Z24S8 = 61,
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S8Z24 = 62,
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Z32FS8 = 63,
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MaxDepthStencilFormat,
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@ -149,8 +147,6 @@ constexpr std::array<u32, MaxPixelFormat> compression_factor_table = {{
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4, // BC6H_UF16
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4, // BC6H_SF16
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4, // ASTC_2D_4X4
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1, // G8R8U
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1, // G8R8S
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1, // BGRA8
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1, // RGBA32F
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1, // RG32F
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@ -232,8 +228,6 @@ constexpr std::array<u32, MaxPixelFormat> block_width_table = {{
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4, // BC6H_UF16
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4, // BC6H_SF16
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4, // ASTC_2D_4X4
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1, // G8R8U
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1, // G8R8S
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1, // BGRA8
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1, // RGBA32F
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1, // RG32F
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@ -309,8 +303,6 @@ constexpr std::array<u32, MaxPixelFormat> block_height_table = {{
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4, // BC6H_UF16
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4, // BC6H_SF16
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4, // ASTC_2D_4X4
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1, // G8R8U
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1, // G8R8S
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1, // BGRA8
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1, // RGBA32F
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1, // RG32F
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@ -386,8 +378,6 @@ constexpr std::array<u32, MaxPixelFormat> bpp_table = {{
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128, // BC6H_UF16
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128, // BC6H_SF16
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128, // ASTC_2D_4X4
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16, // G8R8U
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16, // G8R8S
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32, // BGRA8
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128, // RGBA32F
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64, // RG32F
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