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* Add multiple color outputs for fragment shaders * Add registers and gal enums * Use textures for framebuffers and split color and zeta framebuffers * Abstract texture and framebuffer targets as an image * Share images between framebuffers and textures * Unstub formats * Add some formats * Disable multiple attachments * Cache framebuffer attachments * Handle format types * Add some rendertarget formats * Code cleanup * Fixup half float types * Address feedback * Disable multiple attachments in shaders * Add A4B4G4R4 image format * Add reversed section for image enums
16 lines
418 B
C#
16 lines
418 B
C#
namespace Ryujinx.Graphics.Gal
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{
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public enum GalZetaFormat
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{
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Z32Float = 0x0a,
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Z16Unorm = 0x13,
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S8Z24Unorm = 0x14,
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Z24X8Unorm = 0x15,
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Z24S8Unorm = 0x16,
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Z24C8Unorm = 0x18,
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Z32S8X24Float = 0x19,
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Z24X8S8C8X16Unorm = 0x1d,
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Z32X8C8X16Float = 0x1e,
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Z32S8C8X16Float = 0x1f
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}
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} |