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GPU: Implemented the Z24S8 depth format and load the depth framebuffer.
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@ -17,6 +17,12 @@ namespace Texture {
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std::vector<u8> UnswizzleTexture(VAddr address, TextureFormat format, u32 width, u32 height,
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u32 block_height = TICEntry::DefaultBlockHeight);
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/**
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* Unswizzles a swizzled depth texture without changing its format.
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*/
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std::vector<u8> UnswizzleDepthTexture(VAddr address, DepthFormat format, u32 width, u32 height,
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u32 block_height = TICEntry::DefaultBlockHeight);
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/// Copies texture data from a buffer and performs swizzling/unswizzling as necessary.
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void CopySwizzledData(u32 width, u32 height, u32 bytes_per_pixel, u32 out_bytes_per_pixel,
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u8* swizzled_data, u8* unswizzled_data, bool unswizzle, u32 block_height);
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