gl_rasterizer_cache: Implement RenderTargetFormat RG32_FLOAT.
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5 changed files with 25 additions and 7 deletions
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@ -72,6 +72,8 @@ u32 BytesPerPixel(TextureFormat format) {
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return 8;
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case TextureFormat::R32_G32_B32_A32:
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return 16;
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case TextureFormat::R32_G32:
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return 8;
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default:
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UNIMPLEMENTED_MSG("Format not implemented");
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break;
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@ -118,6 +120,7 @@ std::vector<u8> UnswizzleTexture(VAddr address, TextureFormat format, u32 width,
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case TextureFormat::G8R8:
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case TextureFormat::R16_G16_B16_A16:
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case TextureFormat::R32_G32_B32_A32:
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case TextureFormat::R32_G32:
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case TextureFormat::BF10GF11RF11:
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case TextureFormat::ASTC_2D_4X4:
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CopySwizzledData(width, height, bytes_per_pixel, bytes_per_pixel, data,
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@ -174,6 +177,7 @@ std::vector<u8> DecodeTexture(const std::vector<u8>& texture_data, TextureFormat
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case TextureFormat::G8R8:
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case TextureFormat::BF10GF11RF11:
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case TextureFormat::R32_G32_B32_A32:
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case TextureFormat::R32_G32:
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// TODO(Subv): For the time being just forward the same data without any decoding.
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rgba_data = texture_data;
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break;
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