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FramebufferManager: Correctly handle read back D24S8 textures
Needed for the Adreno/Vulkan workaround, and if we ever switch to a D24 texture for the depth buffer w/ unrestricted depth range.
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@ -88,20 +88,19 @@ bool AbstractTexture::IsStencilFormat(AbstractTextureFormat format)
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return format == AbstractTextureFormat::D24_S8 || format == AbstractTextureFormat::D32F_S8;
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}
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AbstractTextureFormat AbstractTexture::GetColorFormatForDepthFormat(AbstractTextureFormat format)
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bool AbstractTexture::IsCompatibleDepthAndColorFormats(AbstractTextureFormat depth_format,
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AbstractTextureFormat color_format)
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{
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switch (format)
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switch (depth_format)
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{
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case AbstractTextureFormat::D16:
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return AbstractTextureFormat::R16;
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return color_format == AbstractTextureFormat::R16;
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case AbstractTextureFormat::D24_S8: // TODO: Incorrect
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case AbstractTextureFormat::D32F:
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case AbstractTextureFormat::D32F_S8:
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return AbstractTextureFormat::R32F;
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return color_format == AbstractTextureFormat::R32F;
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default:
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return format;
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return false;
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}
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}
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