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Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB (#1666)
* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB ( needed by Mario+Rabbids Kingdom Battle ) * Small placement correction
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@ -314,6 +314,8 @@ static constexpr std::array<FormatTuple, VideoCore::Surface::MaxPixelFormat> tex
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_5X4_SRGB
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_5X5
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_5X5_SRGB
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_10X8
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{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_10X8_SRGB
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// Depth formats
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{GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, ComponentType::Float, false}, // Z32F
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@ -456,6 +458,8 @@ static constexpr GLConversionArray morton_to_gl_fns = {
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MortonCopy<true, PixelFormat::ASTC_2D_5X4_SRGB>,
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MortonCopy<true, PixelFormat::ASTC_2D_5X5>,
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MortonCopy<true, PixelFormat::ASTC_2D_5X5_SRGB>,
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MortonCopy<true, PixelFormat::ASTC_2D_10X8>,
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MortonCopy<true, PixelFormat::ASTC_2D_10X8_SRGB>,
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MortonCopy<true, PixelFormat::Z32F>,
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MortonCopy<true, PixelFormat::Z16>,
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MortonCopy<true, PixelFormat::Z24S8>,
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@ -526,6 +530,8 @@ static constexpr GLConversionArray gl_to_morton_fns = {
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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MortonCopy<false, PixelFormat::Z32F>,
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MortonCopy<false, PixelFormat::Z16>,
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MortonCopy<false, PixelFormat::Z24S8>,
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@ -932,7 +938,9 @@ static void ConvertFormatAsNeeded_LoadGLBuffer(std::vector<u8>& data, PixelForma
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case PixelFormat::ASTC_2D_8X8_SRGB:
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case PixelFormat::ASTC_2D_8X5_SRGB:
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case PixelFormat::ASTC_2D_5X4_SRGB:
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case PixelFormat::ASTC_2D_5X5_SRGB: {
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case PixelFormat::ASTC_2D_5X5_SRGB:
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case PixelFormat::ASTC_2D_10X8:
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case PixelFormat::ASTC_2D_10X8_SRGB: {
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// Convert ASTC pixel formats to RGBA8, as most desktop GPUs do not support ASTC.
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u32 block_width{};
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u32 block_height{};
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@ -967,7 +975,11 @@ static void ConvertFormatAsNeeded_FlushGLBuffer(std::vector<u8>& data, PixelForm
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case PixelFormat::ASTC_2D_4X4:
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case PixelFormat::ASTC_2D_8X8:
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case PixelFormat::ASTC_2D_4X4_SRGB:
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case PixelFormat::ASTC_2D_8X8_SRGB: {
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case PixelFormat::ASTC_2D_8X8_SRGB:
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case PixelFormat::ASTC_2D_5X5:
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case PixelFormat::ASTC_2D_5X5_SRGB:
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case PixelFormat::ASTC_2D_10X8:
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case PixelFormat::ASTC_2D_10X8_SRGB: {
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LOG_CRITICAL(HW_GPU, "Conversion of format {} after texture flushing is not implemented",
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static_cast<u32>(pixel_format));
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UNREACHABLE();
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