Merge pull request #3565 from ReinUsesLisp/image-format
engines/const_buffer_engine_interface: Store image format and types
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7a2f60df26
@ -18,10 +18,14 @@ struct SamplerDescriptor {
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union {
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union {
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u32 raw = 0;
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u32 raw = 0;
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BitField<0, 2, Tegra::Shader::TextureType> texture_type;
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BitField<0, 2, Tegra::Shader::TextureType> texture_type;
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BitField<2, 3, Tegra::Texture::ComponentType> component_type;
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BitField<2, 3, Tegra::Texture::ComponentType> r_type;
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BitField<5, 1, u32> is_array;
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BitField<5, 1, u32> is_array;
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BitField<6, 1, u32> is_buffer;
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BitField<6, 1, u32> is_buffer;
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BitField<7, 1, u32> is_shadow;
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BitField<7, 1, u32> is_shadow;
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BitField<8, 3, Tegra::Texture::ComponentType> g_type;
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BitField<11, 3, Tegra::Texture::ComponentType> b_type;
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BitField<14, 3, Tegra::Texture::ComponentType> a_type;
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BitField<17, 7, Tegra::Texture::TextureFormat> format;
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};
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};
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bool operator==(const SamplerDescriptor& rhs) const noexcept {
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bool operator==(const SamplerDescriptor& rhs) const noexcept {
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@ -36,9 +40,11 @@ struct SamplerDescriptor {
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using Tegra::Shader::TextureType;
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using Tegra::Shader::TextureType;
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SamplerDescriptor result;
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SamplerDescriptor result;
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// This is going to be used to determine the shading language type.
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result.format.Assign(tic.format.Value());
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// Because of that we don't care about all component types on color textures.
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result.r_type.Assign(tic.r_type.Value());
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result.component_type.Assign(tic.r_type.Value());
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result.g_type.Assign(tic.g_type.Value());
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result.b_type.Assign(tic.b_type.Value());
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result.a_type.Assign(tic.a_type.Value());
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switch (tic.texture_type.Value()) {
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switch (tic.texture_type.Value()) {
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case Tegra::Texture::TextureType::Texture1D:
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case Tegra::Texture::TextureType::Texture1D:
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