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gl_rasterizer: Implement texture format ASTC_2D_4X4.
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@ -53,6 +53,7 @@ u32 BytesPerPixel(TextureFormat format) {
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case TextureFormat::DXT45:
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// In this case a 'pixel' actually refers to a 4x4 tile.
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return 16;
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case TextureFormat::ASTC_2D_4X4:
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case TextureFormat::A8R8G8B8:
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case TextureFormat::A2B10G10R10:
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case TextureFormat::BF10GF11RF11:
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@ -94,6 +95,7 @@ std::vector<u8> UnswizzleTexture(VAddr address, TextureFormat format, u32 width,
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case TextureFormat::R8:
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case TextureFormat::R16_G16_B16_A16:
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case TextureFormat::BF10GF11RF11:
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case TextureFormat::ASTC_2D_4X4:
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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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@ -115,6 +117,7 @@ std::vector<u8> DecodeTexture(const std::vector<u8>& texture_data, TextureFormat
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case TextureFormat::DXT23:
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case TextureFormat::DXT45:
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case TextureFormat::DXN1:
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case TextureFormat::ASTC_2D_4X4:
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case TextureFormat::A8R8G8B8:
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case TextureFormat::A2B10G10R10:
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case TextureFormat::A1B5G5R5:
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