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Add TIC format: 0x58D24946
Cult of the Lamb must be in-game and should fix some textures in Bayonetta 3 Co-authored-by: neogan-bot <neogan-bot@users.noreply.github.com>
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@ -129,6 +129,8 @@ namespace skyline::gpu::interconnect {
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TIC_FORMAT_CASE_ST_SRGB(Astc10x8, Astc10x8, Unorm);
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TIC_FORMAT_CASE_ST_SRGB(Astc10x8, Astc10x8, Unorm);
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TIC_FORMAT_CASE_ST(Astc10x10, Astc10x10, Unorm);
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TIC_FORMAT_CASE_ST(Astc10x10, Astc10x10, Unorm);
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TIC_FORMAT_CASE_ST_SRGB(Astc10x10, Astc10x10, Unorm);
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TIC_FORMAT_CASE_ST_SRGB(Astc10x10, Astc10x10, Unorm);
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TIC_FORMAT_CASE_ST(Astc12x12, Astc12x12, Unorm);
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TIC_FORMAT_CASE_ST_SRGB(Astc12x12, Astc12x12, Unorm);
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TIC_FORMAT_CASE_ST(BC2, BC2, Unorm);
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TIC_FORMAT_CASE_ST(BC2, BC2, Unorm);
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TIC_FORMAT_CASE_ST_SRGB(BC2, BC2, Unorm);
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TIC_FORMAT_CASE_ST_SRGB(BC2, BC2, Unorm);
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TIC_FORMAT_CASE_ST(BC3, BC3, Unorm);
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TIC_FORMAT_CASE_ST(BC3, BC3, Unorm);
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@ -158,6 +158,11 @@ namespace skyline::gpu::format {
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.blockHeight = 10
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.blockHeight = 10
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);
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);
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FORMAT_SUFF_UNORM_SRGB(Astc12x12, 128, eAstc12x12, Block,
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.blockWidth = 12,
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.blockHeight = 12
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);
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// Depth/Stencil Formats
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// Depth/Stencil Formats
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// All of these have a G->R swizzle
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// All of these have a G->R swizzle
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FORMAT(D16Unorm, 16, eD16Unorm, vka::eDepth, .swizzleMapping = {
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FORMAT(D16Unorm, 16, eD16Unorm, vka::eDepth, .swizzleMapping = {
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