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Fix getTextureType
enum conversion fomatting
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@ -930,23 +930,34 @@ namespace skyline::gpu::interconnect {
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auto readConstantBuffer{[&executor = executor, &constantBuffers = pipelineStage.constantBuffers](u32 index, u32 offset) {
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return constantBuffers[index].Read<u32>(executor, offset);
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}};
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auto getTextureType{[this](u32 handle) {
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using TicType = TextureImageControl::TextureType;
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using ShaderType = ShaderCompiler::TextureType;
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switch (GetTextureImageControl(BindlessTextureHandle{handle}.textureIndex).textureType) {
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case TicType::e1D: return ShaderType::Color1D;
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case TicType::e1DArray: return ShaderType::ColorArray1D;
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case TicType::e1DBuffer: return ShaderType::Buffer;
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case TicType::e1D:
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return ShaderType::Color1D;
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case TicType::e1DArray:
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return ShaderType::ColorArray1D;
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case TicType::e1DBuffer:
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return ShaderType::Buffer;
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case TicType::e2D: return ShaderType::Color2D;
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case TicType::e2DArray: return ShaderType::ColorArray2D;
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case TicType::e2D:
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case TicType::e2DNoMipmap:
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return ShaderType::Color2D;
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case TicType::e2DArray:
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return ShaderType::ColorArray2D;
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case TicType::e3D: return ShaderType::Color3D;
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case TicType::e3D:
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return ShaderType::Color3D;
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case TicType::eCube: return ShaderType::ColorCube;
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case TicType::eCubeArray: return ShaderType::ColorArrayCube;
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case TicType::eCube:
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return ShaderType::ColorCube;
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case TicType::eCubeArray:
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return ShaderType::ColorArrayCube;
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}
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}};
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if (!shader.invalidated && shader.program)
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shader.invalidated |= shader.program->VerifyState(readConstantBuffer, getTextureType);
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