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Implement ASTC_2D_8X8 (Bayonetta 2)
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@ -167,6 +167,7 @@ static constexpr std::array<FormatTuple, SurfaceParams::MaxPixelFormat> tex_form
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{GL_RG8, GL_RG, GL_BYTE, ComponentType::SNorm, false}, // RG8S
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{GL_RG32UI, GL_RG_INTEGER, GL_UNSIGNED_INT, ComponentType::UInt, false}, // RG32UI
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{GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, ComponentType::UInt, false}, // R32UI
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_8X8
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// Depth formats
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{GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, ComponentType::Float, false}, // Z32F
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@ -213,6 +214,7 @@ static const FormatTuple& GetFormatTuple(PixelFormat pixel_format, ComponentType
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static bool IsPixelFormatASTC(PixelFormat format) {
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switch (format) {
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case PixelFormat::ASTC_2D_4X4:
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case PixelFormat::ASTC_2D_8X8:
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return true;
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default:
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return false;
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@ -223,6 +225,8 @@ static std::pair<u32, u32> GetASTCBlockSize(PixelFormat format) {
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switch (format) {
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case PixelFormat::ASTC_2D_4X4:
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return {4, 4};
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case PixelFormat::ASTC_2D_8X8:
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return {8, 8};
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default:
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LOG_CRITICAL(HW_GPU, "Unhandled format: {}", static_cast<u32>(format));
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UNREACHABLE();
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@ -327,6 +331,7 @@ static constexpr std::array<void (*)(u32, u32, u32, u8*, size_t, VAddr),
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MortonCopy<true, PixelFormat::RG8S>,
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MortonCopy<true, PixelFormat::RG32UI>,
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MortonCopy<true, PixelFormat::R32UI>,
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MortonCopy<true, PixelFormat::ASTC_2D_8X8>,
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MortonCopy<true, PixelFormat::Z32F>,
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MortonCopy<true, PixelFormat::Z16>,
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MortonCopy<true, PixelFormat::Z24S8>,
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@ -386,6 +391,7 @@ static constexpr std::array<void (*)(u32, u32, u32, u8*, size_t, VAddr),
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MortonCopy<false, PixelFormat::RG8S>,
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MortonCopy<false, PixelFormat::RG32UI>,
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MortonCopy<false, PixelFormat::R32UI>,
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nullptr,
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MortonCopy<false, PixelFormat::Z32F>,
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MortonCopy<false, PixelFormat::Z16>,
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MortonCopy<false, PixelFormat::Z24S8>,
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@ -544,7 +550,8 @@ static void ConvertG8R8ToR8G8(std::vector<u8>& data, u32 width, u32 height) {
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static void ConvertFormatAsNeeded_LoadGLBuffer(std::vector<u8>& data, PixelFormat pixel_format,
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u32 width, u32 height) {
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switch (pixel_format) {
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case PixelFormat::ASTC_2D_4X4: {
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case PixelFormat::ASTC_2D_4X4:
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case PixelFormat::ASTC_2D_8X8: {
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// Convert ASTC pixel formats to RGBA8, as most desktop GPUs do not support ASTC.
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u32 block_width{};
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u32 block_height{};
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@ -70,19 +70,20 @@ struct SurfaceParams {
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RG8S = 42,
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RG32UI = 43,
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R32UI = 44,
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ASTC_2D_8X8 = 45,
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MaxColorFormat,
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// Depth formats
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Z32F = 45,
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Z16 = 46,
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Z32F = 46,
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Z16 = 47,
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MaxDepthFormat,
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// DepthStencil formats
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Z24S8 = 47,
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S8Z24 = 48,
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Z32FS8 = 49,
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Z24S8 = 48,
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S8Z24 = 49,
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Z32FS8 = 50,
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MaxDepthStencilFormat,
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@ -192,6 +193,7 @@ struct SurfaceParams {
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1, // RG8S
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1, // RG32UI
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1, // R32UI
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4, // ASTC_2D_8X8
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1, // Z32F
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1, // Z16
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1, // Z24S8
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@ -253,6 +255,7 @@ struct SurfaceParams {
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16, // RG8S
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64, // RG32UI
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32, // R32UI
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16, // ASTC_2D_8X8
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32, // Z32F
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16, // Z16
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32, // Z24S8
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@ -522,6 +525,8 @@ struct SurfaceParams {
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return PixelFormat::BC6H_SF16;
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case Tegra::Texture::TextureFormat::ASTC_2D_4X4:
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return PixelFormat::ASTC_2D_4X4;
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case Tegra::Texture::TextureFormat::ASTC_2D_8X8:
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return PixelFormat::ASTC_2D_8X8;
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case Tegra::Texture::TextureFormat::R16_G16:
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switch (component_type) {
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case Tegra::Texture::ComponentType::FLOAT:
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@ -63,6 +63,7 @@ u32 BytesPerPixel(TextureFormat format) {
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case TextureFormat::R32_G32_B32:
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return 12;
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case TextureFormat::ASTC_2D_4X4:
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case TextureFormat::ASTC_2D_8X8:
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case TextureFormat::A8R8G8B8:
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case TextureFormat::A2B10G10R10:
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case TextureFormat::BF10GF11RF11:
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@ -111,6 +112,7 @@ std::vector<u8> DecodeTexture(const std::vector<u8>& texture_data, TextureFormat
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case TextureFormat::BC6H_UF16:
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case TextureFormat::BC6H_SF16:
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case TextureFormat::ASTC_2D_4X4:
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case TextureFormat::ASTC_2D_8X8:
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case TextureFormat::A8R8G8B8:
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case TextureFormat::A2B10G10R10:
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case TextureFormat::A1B5G5R5:
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