Implement S8D24 texture format and tweak depth range detection (#2458)
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@ -291,7 +291,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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private static ClearBufferMask GetMask(Format format)
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{
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if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
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if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint || format == Format.S8UintD24Unorm)
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{
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return ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit;
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}
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@ -311,9 +311,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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private static bool IsDepthOnly(Format format)
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{
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return format == Format.D16Unorm ||
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format == Format.D24X8Unorm ||
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format == Format.D32Float;
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return format == Format.D16Unorm || format == Format.D32Float;
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}
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public TextureView BgraSwap(TextureView from)
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