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Implement BF10GF11RF11 TextureFormat (#246)
* add BF10GF11RF11 TextureFormat * return correct PixelFormat & PixelType * return correct texture size * return correct Bytes Per Pixel * correct PixelType
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@ -14,6 +14,7 @@ namespace Ryujinx.Graphics.Gal
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G8R8 = 0x18,
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R16 = 0x1b,
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R8 = 0x1d,
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BF10GF11RF11 = 0x21,
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BC1 = 0x24,
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BC2 = 0x25,
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BC3 = 0x26,
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@ -139,6 +139,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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case GalTextureFormat.R16: return (PixelFormat.Red, PixelType.HalfFloat);
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case GalTextureFormat.R8: return (PixelFormat.Red, PixelType.UnsignedByte);
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case GalTextureFormat.ZF32: return (PixelFormat.DepthComponent, PixelType.Float);
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case GalTextureFormat.BF10GF11RF11: return (PixelFormat.Rgb, PixelType.UnsignedInt10F11F11FRev);
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case GalTextureFormat.Z24S8: return (PixelFormat.DepthStencil, PixelType.UnsignedInt248);
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}
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@ -37,6 +37,7 @@ namespace Ryujinx.HLE.Gpu.Texture
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case GalTextureFormat.A8B8G8R8:
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case GalTextureFormat.R32:
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case GalTextureFormat.ZF32:
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case GalTextureFormat.BF10GF11RF11:
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case GalTextureFormat.Z24S8:
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return Texture.Width * Texture.Height * 4;
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@ -14,6 +14,7 @@ namespace Ryujinx.HLE.Gpu.Texture
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case GalTextureFormat.R16G16B16A16: return Read8Bpp (Memory, Texture);
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case GalTextureFormat.A8B8G8R8: return Read4Bpp (Memory, Texture);
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case GalTextureFormat.R32: return Read4Bpp (Memory, Texture);
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case GalTextureFormat.BF10GF11RF11: return Read4Bpp (Memory, Texture);
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case GalTextureFormat.Z24S8: return Read4Bpp (Memory, Texture);
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case GalTextureFormat.A1B5G5R5: return Read5551 (Memory, Texture);
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case GalTextureFormat.B5G6R5: return Read565 (Memory, Texture);
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