diff options
author | riperiperi <rhy3756547@hotmail.com> | 2023-08-16 22:02:53 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-08-16 23:02:53 +0200 |
commit | 511b558ddc99f42d40a47b8077c77a69598e702e (patch) | |
tree | 072b658791fbbf633c01345f2aa63db0396f2a32 /src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs | |
parent | 9b8625d999102df7ac8f8772bd1738778cf4b776 (diff) |
GPU: Add Z16RUnormGUintBUintAUint Format (#5578)1.1.991
This format seems to be an alias for Z16Unorm used by OpenGL games.
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs')
-rw-r--r-- | src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs b/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs index ea5e9d00..fcc6b8cf 100644 --- a/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs +++ b/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs @@ -179,6 +179,7 @@ namespace Ryujinx.Graphics.Gpu.Image R32G32B32A32Uint = R32G32B32A32 | RUint | GUint | BUint | AUint, // 0x49201 R32G32B32A32Sint = R32G32B32A32 | RSint | GSint | BSint | ASint, // 0x36d81 Z16Unorm = Z16 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2493a + Z16RUnormGUintBUintAUint = Z16 | RUnorm | GUint | BUint | AUint, // 0x4913a Zf32RFloatGUintBUintAUint = Zf32 | RFloat | GUint | BUint | AUint, // 0x493af Zf32Float = Zf32 | RFloat | GFloat | BFloat | AFloat, // 0x7ffaf G24R8RUintGUnormBUnormAUnorm = G24R8 | RUint | GUnorm | BUnorm | AUnorm, // 0x24a0e @@ -403,6 +404,7 @@ namespace Ryujinx.Graphics.Gpu.Image { TextureFormat.R32G32B32A32Uint, new FormatInfo(Format.R32G32B32A32Uint, 1, 1, 16, 4) }, { TextureFormat.R32G32B32A32Sint, new FormatInfo(Format.R32G32B32A32Sint, 1, 1, 16, 4) }, { TextureFormat.Z16Unorm, new FormatInfo(Format.D16Unorm, 1, 1, 2, 1) }, + { TextureFormat.Z16RUnormGUintBUintAUint, new FormatInfo(Format.D16Unorm, 1, 1, 2, 1) }, { TextureFormat.Zf32RFloatGUintBUintAUint, new FormatInfo(Format.D32Float, 1, 1, 4, 1) }, { TextureFormat.Zf32Float, new FormatInfo(Format.D32Float, 1, 1, 4, 1) }, { TextureFormat.G24R8RUintGUnormBUnormAUnorm, new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 2) }, |