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Implement X8Z24 texture format (#6315)
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@@ -294,7 +294,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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{
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return FramebufferAttachment.DepthStencilAttachment;
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}
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else if (IsDepthOnly(format))
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else if (FormatTable.IsDepthOnly(format))
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{
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return FramebufferAttachment.DepthAttachment;
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}
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@@ -324,11 +324,11 @@ 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 || format == Format.S8UintD24Unorm)
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if (FormatTable.IsPackedDepthStencil(format))
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{
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return ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit;
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}
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else if (IsDepthOnly(format))
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else if (FormatTable.IsDepthOnly(format))
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{
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return ClearBufferMask.DepthBufferBit;
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}
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@@ -342,11 +342,6 @@ namespace Ryujinx.Graphics.OpenGL.Image
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}
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}
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private static bool IsDepthOnly(Format format)
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{
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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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{
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TextureView to = (TextureView)_renderer.CreateTexture(from.Info);
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