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engines/const_buffer_engine_interface: Store image format type
This information is required to properly implement SULD.B. It might also be handy for all image operations, since it would allow us to implement them on devices that require the image format to be specified (on desktop, this would be AMD on OpenGL and Intel on OpenGL and Vulkan).
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@ -18,10 +18,14 @@ struct SamplerDescriptor {
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union {
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union {
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u32 raw = 0;
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u32 raw = 0;
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BitField<0, 2, Tegra::Shader::TextureType> texture_type;
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BitField<0, 2, Tegra::Shader::TextureType> texture_type;
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BitField<2, 3, Tegra::Texture::ComponentType> component_type;
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BitField<2, 3, Tegra::Texture::ComponentType> r_type;
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BitField<5, 1, u32> is_array;
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BitField<5, 1, u32> is_array;
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BitField<6, 1, u32> is_buffer;
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BitField<6, 1, u32> is_buffer;
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BitField<7, 1, u32> is_shadow;
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BitField<7, 1, u32> is_shadow;
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BitField<8, 3, Tegra::Texture::ComponentType> g_type;
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BitField<11, 3, Tegra::Texture::ComponentType> b_type;
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BitField<14, 3, Tegra::Texture::ComponentType> a_type;
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BitField<17, 7, Tegra::Texture::TextureFormat> format;
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};
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};
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bool operator==(const SamplerDescriptor& rhs) const noexcept {
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bool operator==(const SamplerDescriptor& rhs) const noexcept {
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@ -36,9 +40,11 @@ struct SamplerDescriptor {
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using Tegra::Shader::TextureType;
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using Tegra::Shader::TextureType;
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SamplerDescriptor result;
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SamplerDescriptor result;
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// This is going to be used to determine the shading language type.
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result.format.Assign(tic.format.Value());
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// Because of that we don't care about all component types on color textures.
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result.r_type.Assign(tic.r_type.Value());
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result.component_type.Assign(tic.r_type.Value());
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result.g_type.Assign(tic.g_type.Value());
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result.b_type.Assign(tic.b_type.Value());
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result.a_type.Assign(tic.a_type.Value());
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switch (tic.texture_type.Value()) {
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switch (tic.texture_type.Value()) {
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case Tegra::Texture::TextureType::Texture1D:
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case Tegra::Texture::TextureType::Texture1D:
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