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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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@ -44,7 +44,8 @@ public:
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static bool IsCompressedFormat(AbstractTextureFormat format);
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static bool IsDepthFormat(AbstractTextureFormat format);
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static bool IsStencilFormat(AbstractTextureFormat format);
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static AbstractTextureFormat GetColorFormatForDepthFormat(AbstractTextureFormat format);
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static bool IsCompatibleDepthAndColorFormats(AbstractTextureFormat depth_format,
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AbstractTextureFormat color_format);
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static u32 CalculateStrideForFormat(AbstractTextureFormat format, u32 row_length);
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static u32 GetTexelSizeForFormat(AbstractTextureFormat format);
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static u32 GetBlockSizeForFormat(AbstractTextureFormat format);
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