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Remove casts to integers for texture and EFB formats
The only remaining casts for these types that I know of are in TextureInfo (where format_name is set to the int version of the format, and since that affects filenames and probably would break resource packs, I'm not changing it) and in TextureDecoder_Common's TexDecoder_DrawOverlay, which will be handled separately.
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@ -173,8 +173,7 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
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break;
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default:
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ERROR_LOG_FMT(VIDEO, "Unknown copy zbuf format: {:#X}",
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static_cast<int>(uid_data->dst_format));
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ERROR_LOG_FMT(VIDEO, "Unknown copy zbuf format: {}", uid_data->dst_format);
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out.Write(" ocol0 = float4(texcol.bgr, 0.0);\n");
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break;
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}
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@ -207,8 +206,7 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
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break;
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default:
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ERROR_LOG_FMT(VIDEO, "Unknown copy intensity format: {:#X}",
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static_cast<int>(uid_data->dst_format));
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ERROR_LOG_FMT(VIDEO, "Unknown copy intensity format: {}", uid_data->dst_format);
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out.Write(" ocol0 = texcol;\n");
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break;
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}
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@ -283,8 +281,7 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
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break;
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default:
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ERROR_LOG_FMT(VIDEO, "Unknown copy color format: {:#X}",
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static_cast<int>(uid_data->dst_format));
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ERROR_LOG_FMT(VIDEO, "Unknown copy color format: {}", uid_data->dst_format);
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out.Write(" ocol0 = texcol;\n");
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break;
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}
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