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d3d12 : add few more compressed format
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@ -116,6 +116,8 @@ size_t D3D12GSRender::UploadTextures()
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case CELL_GCM_TEXTURE_X32_FLOAT:
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case CELL_GCM_TEXTURE_D1R5G5B5:
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case CELL_GCM_TEXTURE_Y16_X16_FLOAT:
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case CELL_GCM_TEXTURE_COMPRESSED_HILO8:
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case CELL_GCM_TEXTURE_COMPRESSED_HILO_S8:
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case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8:
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case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8:
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default:
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@ -151,6 +153,16 @@ size_t D3D12GSRender::UploadTextures()
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blockSizeInByte = 1;
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blockWidthInPixel = 1, blockHeightInPixel = 1;
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break;
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case CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8:
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dxgiFormat = DXGI_FORMAT_G8R8_G8B8_UNORM;
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blockSizeInByte = 4;
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blockWidthInPixel = 2, blockHeightInPixel = 2;
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break;
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case CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8:
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dxgiFormat = DXGI_FORMAT_R8G8_B8G8_UNORM;
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blockSizeInByte = 4;
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blockWidthInPixel = 2, blockHeightInPixel = 2;
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break;
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}
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ID3D12Resource *vramTexture;
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