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Some small shader related fixes (#258)
* Some small shader related fixes * Address PR feedback
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494f8f0248
commit
2f37583ab3
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@ -18,6 +18,8 @@ namespace Ryujinx.Graphics.Gal
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void Bind(long Key);
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void Unbind(GalShaderType Type);
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void BindProgram();
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}
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}
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@ -203,6 +203,18 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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}
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public void Unbind(GalShaderType Type)
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{
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switch (Type)
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{
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case GalShaderType.Vertex: Current.Vertex = null; break;
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case GalShaderType.TessControl: Current.TessControl = null; break;
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case GalShaderType.TessEvaluation: Current.TessEvaluation = null; break;
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case GalShaderType.Geometry: Current.Geometry = null; break;
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case GalShaderType.Fragment: Current.Fragment = null; break;
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}
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}
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public void BindProgram()
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{
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if (Current.Vertex == null ||
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@ -216,7 +216,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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private void PrintDeclOutAttributes()
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{
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if (Decl.ShaderType == GalShaderType.Vertex)
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if (Decl.ShaderType != GalShaderType.Fragment)
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{
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SB.AppendLine("layout (location = " + GlslDecl.PositionOutAttrLocation + ") out vec4 " + GlslDecl.PositionOutAttrName + ";");
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}
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@ -337,7 +337,10 @@ namespace Ryujinx.Graphics.Gal.Shader
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if (Decl.ShaderType == GalShaderType.Vertex)
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{
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SB.AppendLine(IdentationStr + "gl_Position.xy *= " + GlslDecl.FlipUniformName + ";");
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}
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if (Decl.ShaderType != GalShaderType.Fragment)
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{
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SB.AppendLine(IdentationStr + GlslDecl.PositionOutAttrName + " = gl_Position;");
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SB.AppendLine(IdentationStr + GlslDecl.PositionOutAttrName + ".w = 1;");
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}
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@ -598,9 +601,6 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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switch (Op.Inst)
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{
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case ShaderIrInst.Frcp:
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return true;
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case ShaderIrInst.Ipa:
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case ShaderIrInst.Texq:
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case ShaderIrInst.Texs:
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@ -608,8 +608,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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return false;
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}
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return Op.OperandB != null ||
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Op.OperandC != null;
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return true;
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}
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private string GetName(ShaderIrOperCbuf Cbuf)
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@ -711,13 +710,13 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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else
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{
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return Imm.Value.ToString(CultureInfo.InvariantCulture);
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return GetIntConst(Imm.Value);
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}
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}
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private string GetValue(ShaderIrOperImmf Immf)
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{
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return Immf.Value.ToString(CultureInfo.InvariantCulture);
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return GetFloatConst(Immf.Value);
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}
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private string GetName(ShaderIrOperPred Pred)
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@ -1047,7 +1046,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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if (!float.IsNaN(Value) && !float.IsInfinity(Value))
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{
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return Value.ToString(CultureInfo.InvariantCulture);
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return GetFloatConst(Value);
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}
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}
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break;
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@ -1064,6 +1063,20 @@ namespace Ryujinx.Graphics.Gal.Shader
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return Expr;
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}
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private static string GetIntConst(int Value)
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{
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string Expr = Value.ToString(CultureInfo.InvariantCulture);
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return Value < 0 ? "(" + Expr + ")" : Expr;
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}
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private static string GetFloatConst(float Value)
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{
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string Expr = Value.ToString(CultureInfo.InvariantCulture);
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return Value < 0 ? "(" + Expr + ")" : Expr;
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}
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private static OperType GetDstNodeType(ShaderIrNode Node)
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{
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//Special case instructions with the result type different
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@ -172,6 +172,8 @@ namespace Ryujinx.HLE.Gpu.Engines
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for (; Index < 6; Index++)
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{
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GalShaderType Type = GetTypeFromProgram(Index);
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int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + Index * 0x10);
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int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + Index * 0x10);
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@ -180,16 +182,16 @@ namespace Ryujinx.HLE.Gpu.Engines
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if (!Enable)
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{
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Gpu.Renderer.Shader.Unbind(Type);
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continue;
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}
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long Key = BasePosition + (uint)Offset;
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GalShaderType ShaderType = GetTypeFromProgram(Index);
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Keys[(int)Type] = Key;
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Keys[(int)ShaderType] = Key;
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Gpu.Renderer.Shader.Create(Vmm, Key, ShaderType);
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Gpu.Renderer.Shader.Create(Vmm, Key, Type);
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Gpu.Renderer.Shader.Bind(Key);
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}
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@ -62,67 +62,67 @@ namespace Ryujinx.HLE.Gpu.Texture
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 4, 4, 16);
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}
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case GalTextureFormat.Astc2D5x5:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 5, 5, 16);
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}
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case GalTextureFormat.Astc2D6x6:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 6, 6, 16);
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}
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case GalTextureFormat.Astc2D8x8:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 8, 8, 16);
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}
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case GalTextureFormat.Astc2D10x10:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 10, 10, 16);
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}
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case GalTextureFormat.Astc2D12x12:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 12, 12, 16);
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}
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case GalTextureFormat.Astc2D5x4:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 5, 4, 16);
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}
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case GalTextureFormat.Astc2D6x5:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 6, 5, 16);
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}
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case GalTextureFormat.Astc2D8x6:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 8, 6, 16);
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}
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case GalTextureFormat.Astc2D10x8:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 10, 8, 16);
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}
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case GalTextureFormat.Astc2D12x10:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 12, 10, 16);
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}
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case GalTextureFormat.Astc2D8x5:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 8, 5, 16);
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}
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case GalTextureFormat.Astc2D10x5:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 10, 5, 16);
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}
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case GalTextureFormat.Astc2D10x6:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 10, 6, 16);
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@ -139,7 +139,7 @@ namespace Ryujinx.HLE.Gpu.Texture
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return W * H * Bpb;
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}
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public static (AMemory Memory, long Position) GetMemoryAndPosition(
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IAMemory Memory,
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long Position)
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@ -30,7 +30,7 @@ namespace Ryujinx.HLE.Gpu.Texture
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case GalTextureFormat.Astc2D5x5: return Read16BptCompressedTexture(Memory, Texture, 5, 5);
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case GalTextureFormat.Astc2D6x6: return Read16BptCompressedTexture(Memory, Texture, 6, 6);
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case GalTextureFormat.Astc2D8x8: return Read16BptCompressedTexture(Memory, Texture, 8, 8);
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case GalTextureFormat.Astc2D10x10: return Read16BptCompressedTexture(Memory, Texture, 10, 10);
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case GalTextureFormat.Astc2D10x10: return Read16BptCompressedTexture(Memory, Texture, 10, 10);
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case GalTextureFormat.Astc2D12x12: return Read16BptCompressedTexture(Memory, Texture, 12, 12);
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case GalTextureFormat.Astc2D5x4: return Read16BptCompressedTexture(Memory, Texture, 5, 4);
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case GalTextureFormat.Astc2D6x5: return Read16BptCompressedTexture(Memory, Texture, 6, 5);
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