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texture_cache: Use a table instead of switch for texture formats
Use a large flat array to look up texture formats. This allows us to properly implement formats with different component types. It should also be faster.
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@ -742,14 +742,6 @@ Texture::TICEntry Maxwell3D::GetTICEntry(u32 tic_index) const {
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Texture::TICEntry tic_entry;
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memory_manager.ReadBlockUnsafe(tic_address_gpu, &tic_entry, sizeof(Texture::TICEntry));
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[[maybe_unused]] const auto r_type{tic_entry.r_type.Value()};
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[[maybe_unused]] const auto g_type{tic_entry.g_type.Value()};
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[[maybe_unused]] const auto b_type{tic_entry.b_type.Value()};
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[[maybe_unused]] const auto a_type{tic_entry.a_type.Value()};
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// TODO(Subv): Different data types for separate components are not supported
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DEBUG_ASSERT(r_type == g_type && r_type == b_type && r_type == a_type);
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return tic_entry;
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}
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