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GPU: Discard data when getting texture before full clear (#5719)
* GPU: Discard data when getting texture before full clear * Fix rules and order of clear checks * Fix formatting
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10 changed files with 205 additions and 11 deletions
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@ -335,6 +335,45 @@ namespace Ryujinx.Graphics.GAL
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return 1;
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}
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/// <summary>
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/// Checks if the texture format is a depth or depth-stencil format.
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/// </summary>
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/// <param name="format">Texture format</param>
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/// <returns>True if the format is a depth or depth-stencil format, false otherwise</returns>
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public static bool HasDepth(this Format format)
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{
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switch (format)
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{
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case Format.D16Unorm:
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case Format.D24UnormS8Uint:
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case Format.S8UintD24Unorm:
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case Format.D32Float:
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case Format.D32FloatS8Uint:
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return true;
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}
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return false;
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}
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/// <summary>
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/// Checks if the texture format is a stencil or depth-stencil format.
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/// </summary>
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/// <param name="format">Texture format</param>
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/// <returns>True if the format is a stencil or depth-stencil format, false otherwise</returns>
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public static bool HasStencil(this Format format)
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{
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switch (format)
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{
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case Format.D24UnormS8Uint:
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case Format.S8UintD24Unorm:
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case Format.D32FloatS8Uint:
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case Format.S8Uint:
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return true;
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}
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return false;
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}
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/// <summary>
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/// Checks if the texture format is valid to use as image format.
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/// </summary>
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