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GPU: Implemented the R11FG11FB10F texture and rendertarget formats.
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@ -55,6 +55,7 @@ u32 BytesPerPixel(TextureFormat format) {
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return 16;
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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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return 4;
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case TextureFormat::A1B5G5R5:
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case TextureFormat::B5G6R5:
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@ -92,6 +93,7 @@ std::vector<u8> UnswizzleTexture(VAddr address, TextureFormat format, u32 width,
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case TextureFormat::B5G6R5:
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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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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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@ -118,6 +120,7 @@ std::vector<u8> DecodeTexture(const std::vector<u8>& texture_data, TextureFormat
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case TextureFormat::A1B5G5R5:
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case TextureFormat::B5G6R5:
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case TextureFormat::R8:
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case TextureFormat::BF10GF11RF11:
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// TODO(Subv): For the time being just forward the same data without any decoding.
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rgba_data = texture_data;
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break;
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