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textures: keep native formats unless depth promotion is known
Co-authored-by: Ettore Sartori <85788613+Ekt0re@users.noreply.github.com> Co-authored-by: Mac <me@itsmemac.com>
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@@ -646,9 +646,9 @@ TextureBinding RenderExecutor::ResolveTexture(const ShaderRecompiler::IR::ImageR
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auto pixel_format = surface_format.vk_format;
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auto pixel_format = surface_format.vk_format;
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if (resource.depth_compare) {
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if (resource.depth_compare) {
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const auto* depth_format = FindGuestDepthFormatPolicy(format);
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if (const auto* depth_format = FindGuestDepthFormatPolicy(format)) {
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EXIT_NOT_IMPLEMENTED(depth_format == nullptr);
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pixel_format = depth_format->depth_attachment_format;
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pixel_format = depth_format->depth_attachment_format;
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}
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}
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}
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const auto storage_view_format = storage && format == Prospero::BufferFormat::k32SInt
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const auto storage_view_format = storage && format == Prospero::BufferFormat::k32SInt
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? vk::Format::eR32Uint
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? vk::Format::eR32Uint
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