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Implement 5x5 and 10x10 ASTC texture formats
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@ -2173,10 +2173,14 @@ namespace skyline::gpu::interconnect {
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TIC_FORMAT_CASE_ST(Astc4x4, Astc4x4, Unorm);
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TIC_FORMAT_CASE_ST(Astc4x4, Astc4x4, Unorm);
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TIC_FORMAT_CASE_ST_SRGB(Astc4x4, Astc4x4, Unorm);
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TIC_FORMAT_CASE_ST_SRGB(Astc4x4, Astc4x4, Unorm);
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TIC_FORMAT_CASE_ST(Astc5x5, Astc5x5, Unorm);
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TIC_FORMAT_CASE_ST_SRGB(Astc5x5, Astc5x5, Unorm);
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TIC_FORMAT_CASE_ST(Astc6x6, Astc6x6, Unorm);
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TIC_FORMAT_CASE_ST(Astc6x6, Astc6x6, Unorm);
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TIC_FORMAT_CASE_ST_SRGB(Astc6x6, Astc6x6, Unorm);
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TIC_FORMAT_CASE_ST_SRGB(Astc6x6, Astc6x6, Unorm);
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TIC_FORMAT_CASE_ST(Astc8x8, Astc8x8, Unorm);
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TIC_FORMAT_CASE_ST(Astc8x8, Astc8x8, Unorm);
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TIC_FORMAT_CASE_ST_SRGB(Astc8x8, Astc8x8, Unorm);
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TIC_FORMAT_CASE_ST_SRGB(Astc8x8, Astc8x8, 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(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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@ -136,6 +136,10 @@ namespace skyline::gpu::format {
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.blockWidth = 4,
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.blockWidth = 4,
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.blockHeight = 4
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.blockHeight = 4
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);
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);
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FORMAT_SUFF_UNORM_SRGB(Astc5x5, 128, eAstc5x5, Block,
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.blockWidth = 5,
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.blockHeight = 5
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);
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FORMAT_SUFF_UNORM_SRGB(Astc6x6, 128, eAstc6x6, Block,
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FORMAT_SUFF_UNORM_SRGB(Astc6x6, 128, eAstc6x6, Block,
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.blockWidth = 6,
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.blockWidth = 6,
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.blockHeight = 6
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.blockHeight = 6
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@ -144,6 +148,10 @@ namespace skyline::gpu::format {
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.blockWidth = 8,
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.blockWidth = 8,
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.blockHeight = 8
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.blockHeight = 8
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);
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);
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FORMAT_SUFF_UNORM_SRGB(Astc10x10, 128, eAstc10x10, Block,
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.blockWidth = 10,
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.blockHeight = 10
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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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