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vk: Implement copy-to-buffer and copy-from-buffer for depth_stencil
formats - Allows D24S8 and D32S8 transport via typeless channels - Allows uploading and downloading D24S8 data easily - TODO: Implement optional byteswapping to fix flushed readbacks with the same method
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4 changed files with 344 additions and 70 deletions
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@ -1528,14 +1528,14 @@ namespace rsx
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{
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case CELL_GCM_TEXTURE_X16:
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{
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// NOP, a simple way to quickly read DEPTH16 data without shadow comparison
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// A simple way to quickly read DEPTH16 data without shadow comparison
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break;
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}
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case CELL_GCM_TEXTURE_A8R8G8B8:
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case CELL_GCM_TEXTURE_D8R8G8B8:
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case CELL_GCM_TEXTURE_A4R4G4B4: //TODO
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case CELL_GCM_TEXTURE_R5G6B5: //TODO
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{
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// Reading depth data as XRGB8 is supported with in-shader conversion
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// TODO: Optionally add support for 16-bit formats (not necessary since type casts are easy with that)
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u32 remap = tex.remap();
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result.redirected_textures |= (1 << i);
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result.texture_scale[i][2] = (f32&)remap;
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