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GPU: Implemented the 32 bit float depth buffer format.
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@ -78,6 +78,7 @@ static u32 DepthBytesPerPixel(DepthFormat format) {
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switch (format) {
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case DepthFormat::S8_Z24_UNORM:
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case DepthFormat::Z24_S8_UNORM:
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case DepthFormat::Z32_FLOAT:
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return 4;
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default:
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UNIMPLEMENTED_MSG("Format not implemented");
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@ -132,6 +133,7 @@ std::vector<u8> UnswizzleDepthTexture(VAddr address, DepthFormat format, u32 wid
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switch (format) {
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case DepthFormat::S8_Z24_UNORM:
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case DepthFormat::Z24_S8_UNORM:
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case DepthFormat::Z32_FLOAT:
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CopySwizzledData(width, height, bytes_per_pixel, bytes_per_pixel, data,
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unswizzled_data.data(), true, block_height);
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break;
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