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GPU: Add Z16RUnormGUintBUintAUint Format (#5578)
This format seems to be an alias for Z16Unorm used by OpenGL games.
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1 changed files with 2 additions and 0 deletions
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@ -179,6 +179,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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R32G32B32A32Uint = R32G32B32A32 | RUint | GUint | BUint | AUint, // 0x49201
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R32G32B32A32Uint = R32G32B32A32 | RUint | GUint | BUint | AUint, // 0x49201
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R32G32B32A32Sint = R32G32B32A32 | RSint | GSint | BSint | ASint, // 0x36d81
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R32G32B32A32Sint = R32G32B32A32 | RSint | GSint | BSint | ASint, // 0x36d81
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Z16Unorm = Z16 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2493a
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Z16Unorm = Z16 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2493a
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Z16RUnormGUintBUintAUint = Z16 | RUnorm | GUint | BUint | AUint, // 0x4913a
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Zf32RFloatGUintBUintAUint = Zf32 | RFloat | GUint | BUint | AUint, // 0x493af
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Zf32RFloatGUintBUintAUint = Zf32 | RFloat | GUint | BUint | AUint, // 0x493af
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Zf32Float = Zf32 | RFloat | GFloat | BFloat | AFloat, // 0x7ffaf
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Zf32Float = Zf32 | RFloat | GFloat | BFloat | AFloat, // 0x7ffaf
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G24R8RUintGUnormBUnormAUnorm = G24R8 | RUint | GUnorm | BUnorm | AUnorm, // 0x24a0e
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G24R8RUintGUnormBUnormAUnorm = G24R8 | RUint | GUnorm | BUnorm | AUnorm, // 0x24a0e
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@ -403,6 +404,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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{ TextureFormat.R32G32B32A32Uint, new FormatInfo(Format.R32G32B32A32Uint, 1, 1, 16, 4) },
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{ TextureFormat.R32G32B32A32Uint, new FormatInfo(Format.R32G32B32A32Uint, 1, 1, 16, 4) },
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{ TextureFormat.R32G32B32A32Sint, new FormatInfo(Format.R32G32B32A32Sint, 1, 1, 16, 4) },
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{ TextureFormat.R32G32B32A32Sint, new FormatInfo(Format.R32G32B32A32Sint, 1, 1, 16, 4) },
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{ TextureFormat.Z16Unorm, new FormatInfo(Format.D16Unorm, 1, 1, 2, 1) },
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{ TextureFormat.Z16Unorm, new FormatInfo(Format.D16Unorm, 1, 1, 2, 1) },
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{ TextureFormat.Z16RUnormGUintBUintAUint, new FormatInfo(Format.D16Unorm, 1, 1, 2, 1) },
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{ TextureFormat.Zf32RFloatGUintBUintAUint, new FormatInfo(Format.D32Float, 1, 1, 4, 1) },
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{ TextureFormat.Zf32RFloatGUintBUintAUint, new FormatInfo(Format.D32Float, 1, 1, 4, 1) },
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{ TextureFormat.Zf32Float, new FormatInfo(Format.D32Float, 1, 1, 4, 1) },
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{ TextureFormat.Zf32Float, new FormatInfo(Format.D32Float, 1, 1, 4, 1) },
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{ TextureFormat.G24R8RUintGUnormBUnormAUnorm, new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 2) },
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{ TextureFormat.G24R8RUintGUnormBUnormAUnorm, new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 2) },
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