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Add missing depth-color conversions in CopyTexture (#1474)
* Add missing depth-color conversions in CopyTexture * Whitespace * switch expression
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@ -28,10 +28,16 @@ namespace Ryujinx.Graphics.Gpu.Engine
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// When the source texture that was found has a depth format,
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// When the source texture that was found has a depth format,
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// we must enforce the target texture also has a depth format,
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// we must enforce the target texture also has a depth format,
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// as copies between depth and color formats are not allowed.
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// as copies between depth and color formats are not allowed.
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if (srcTexture.Format == Format.D32Float)
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dstCopyTexture.Format = srcTexture.Format switch
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{
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{
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dstCopyTexture.Format = RtFormat.D32Float;
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Format.S8Uint => RtFormat.S8Uint,
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}
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Format.D16Unorm => RtFormat.D16Unorm,
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Format.D24X8Unorm => RtFormat.D24Unorm,
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Format.D32Float => RtFormat.D32Float,
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Format.D24UnormS8Uint => RtFormat.D24UnormS8Uint,
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Format.D32FloatS8Uint => RtFormat.D32FloatS8Uint,
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_ => dstCopyTexture.Format
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};
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Texture dstTexture = TextureManager.FindOrCreateTexture(dstCopyTexture, srcTexture.ScaleMode == Image.TextureScaleMode.Scaled);
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Texture dstTexture = TextureManager.FindOrCreateTexture(dstCopyTexture, srcTexture.ScaleMode == Image.TextureScaleMode.Scaled);
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