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Add D16 depth format and ZF32 TIC format
Used by One Piece Unlimited World Red
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@ -247,6 +247,8 @@ namespace skyline::gpu::interconnect {
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depthRenderTarget.guest.format = [&]() -> texture::Format {
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using MaxwellDepthRtFormat = maxwell3d::DepthRtFormat;
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switch (format) {
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case MaxwellDepthRtFormat::D16Unorm:
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return format::D16Unorm;
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case MaxwellDepthRtFormat::D32Float:
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return format::D32Float;
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case MaxwellDepthRtFormat::S8D24Unorm:
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@ -1691,6 +1693,7 @@ namespace skyline::gpu::interconnect {
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TIC_FORMAT_CASE_ST(Dxn1, Bc4111R, Unorm, OneFloat, OneFloat, OneFloat, R);
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TIC_FORMAT_CASE_ST(Dxn1, Bc4RRR1, Unorm, R, R, R, OneFloat);
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TIC_FORMAT_CASE_ST(BC7U, Bc7, Unorm, R, G, B, A);
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TIC_FORMAT_CASE_ST(ZF32, D32, Float, R, R, R, OneFloat);
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default:
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throw exception("Cannot translate TIC format: 0x{:X}", static_cast<u32>(format.Raw()));
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@ -144,6 +144,7 @@ namespace skyline::gpu::format {
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);
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// Depth/Stencil Formats
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FORMAT(D16Unorm, 16, eD16Unorm, vka::eDepth);
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FORMAT(D32Float, 32, eD32Sfloat, vka::eDepth);
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FORMAT(S8D24Unorm, 32, eD24UnormS8Uint, .vkAspect = {
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vka::eStencil | vka::eDepth
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