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FramebufferManager: Dynamic selection of EFB depth format
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@ -10,6 +10,7 @@
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#include "Core/ConfigManager.h"
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#include "Core/Host.h"
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#include "VideoCommon/FramebufferManagerBase.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexLoaderManager.h"
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@ -26,6 +27,7 @@ bool ShaderCache::Initialize()
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{
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m_api_type = g_ActiveConfig.backend_info.api_type;
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m_host_config = ShaderHostConfig::GetCurrent();
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m_efb_depth_format = FramebufferManagerBase::GetEFBDepthFormat();
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m_efb_multisamples = g_ActiveConfig.iMultisamples;
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// Create the async compiler, and start the worker threads.
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@ -441,7 +443,7 @@ AbstractPipelineConfig ShaderCache::GetGXPipelineConfig(
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config.depth_state = depth_state;
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config.blending_state = blending_state;
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config.framebuffer_state.color_texture_format = AbstractTextureFormat::RGBA8;
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config.framebuffer_state.depth_texture_format = AbstractTextureFormat::D32F;
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config.framebuffer_state.depth_texture_format = m_efb_depth_format;
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config.framebuffer_state.per_sample_shading = m_host_config.ssaa;
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config.framebuffer_state.samples = m_efb_multisamples;
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return config;
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