gpu: Remove PixelFormat G8R8U and G8R8S, as they do not seem to exist.
- Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
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						2020ba06e1
					
				@ -66,8 +66,6 @@ static constexpr ConversionArray morton_to_linear_fns = {
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        MortonCopy<true, PixelFormat::BC6H_UF16>,
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        MortonCopy<true, PixelFormat::BC6H_SF16>,
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        MortonCopy<true, PixelFormat::ASTC_2D_4X4>,
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        MortonCopy<true, PixelFormat::G8R8U>,
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        MortonCopy<true, PixelFormat::G8R8S>,
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        MortonCopy<true, PixelFormat::BGRA8>,
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        MortonCopy<true, PixelFormat::RGBA32F>,
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        MortonCopy<true, PixelFormat::RG32F>,
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@ -138,8 +136,6 @@ static constexpr ConversionArray linear_to_morton_fns = {
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        MortonCopy<false, PixelFormat::BC6H_SF16>,
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        // TODO(Subv): Swizzling ASTC formats are not supported
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        nullptr,
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        MortonCopy<false, PixelFormat::G8R8U>,
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        MortonCopy<false, PixelFormat::G8R8S>,
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        MortonCopy<false, PixelFormat::BGRA8>,
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        MortonCopy<false, PixelFormat::RGBA32F>,
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        MortonCopy<false, PixelFormat::RG32F>,
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@ -288,8 +288,6 @@ static constexpr std::array<FormatTuple, VideoCore::Surface::MaxPixelFormat> tex
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    {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_RGB, GL_UNSIGNED_INT_8_8_8_8, ComponentType::Float,
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     true},                                                                    // BC6H_SF16
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    {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false},        // ASTC_2D_4X4
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    {GL_RG8, GL_RG, GL_UNSIGNED_BYTE, ComponentType::UNorm, false},            // G8R8U
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    {GL_RG8, GL_RG, GL_BYTE, ComponentType::SNorm, false},                     // G8R8S
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    {GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false},        // BGRA8
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    {GL_RGBA32F, GL_RGBA, GL_FLOAT, ComponentType::Float, false},              // RGBA32F
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    {GL_RG32F, GL_RG, GL_FLOAT, ComponentType::Float, false},                  // RG32F
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@ -620,18 +618,6 @@ static void ConvertS8Z24ToZ24S8(std::vector<u8>& data, u32 width, u32 height, bo
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    }
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}
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static void ConvertG8R8ToR8G8(std::vector<u8>& data, u32 width, u32 height) {
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    constexpr auto bpp{GetBytesPerPixel(PixelFormat::G8R8U)};
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    for (std::size_t y = 0; y < height; ++y) {
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        for (std::size_t x = 0; x < width; ++x) {
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            const std::size_t offset{bpp * (y * width + x)};
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            const u8 temp{data[offset]};
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            data[offset] = data[offset + 1];
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            data[offset + 1] = temp;
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        }
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    }
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}
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/**
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 * Helper function to perform software conversion (as needed) when loading a buffer from Switch
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 * memory. This is for Maxwell pixel formats that cannot be represented as-is in OpenGL or with
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@ -664,12 +650,6 @@ static void ConvertFormatAsNeeded_LoadGLBuffer(std::vector<u8>& data, PixelForma
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        // Convert the S8Z24 depth format to Z24S8, as OpenGL does not support S8Z24.
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        ConvertS8Z24ToZ24S8(data, width, height, false);
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        break;
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    case PixelFormat::G8R8U:
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    case PixelFormat::G8R8S:
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        // Convert the G8R8 color format to R8G8, as OpenGL does not support G8R8.
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        ConvertG8R8ToR8G8(data, width, height);
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        break;
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    }
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}
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@ -681,8 +661,6 @@ static void ConvertFormatAsNeeded_LoadGLBuffer(std::vector<u8>& data, PixelForma
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static void ConvertFormatAsNeeded_FlushGLBuffer(std::vector<u8>& data, PixelFormat pixel_format,
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                                                u32 width, u32 height) {
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    switch (pixel_format) {
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    case PixelFormat::G8R8U:
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    case PixelFormat::G8R8S:
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    case PixelFormat::ASTC_2D_4X4:
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    case PixelFormat::ASTC_2D_8X8:
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    case PixelFormat::ASTC_2D_4X4_SRGB:
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@ -196,11 +196,14 @@ PixelFormat PixelFormatFromTextureFormat(Tegra::Texture::TextureFormat format,
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        LOG_CRITICAL(HW_GPU, "Unimplemented component_type={}", static_cast<u32>(component_type));
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        UNREACHABLE();
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    case Tegra::Texture::TextureFormat::G8R8:
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        // TextureFormat::G8R8 is actually ordered red then green, as such we can use
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        // PixelFormat::RG8U and PixelFormat::RG8S. This was tested with The Legend of Zelda: Breath
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        // of the Wild, which uses this format to render the hearts on the UI.
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        switch (component_type) {
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        case Tegra::Texture::ComponentType::UNORM:
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            return PixelFormat::G8R8U;
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            return PixelFormat::RG8U;
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        case Tegra::Texture::ComponentType::SNORM:
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            return PixelFormat::G8R8S;
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            return PixelFormat::RG8S;
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        }
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        LOG_CRITICAL(HW_GPU, "Unimplemented component_type={}", static_cast<u32>(component_type));
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        UNREACHABLE();
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@ -38,57 +38,55 @@ enum class PixelFormat {
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    BC6H_UF16 = 20,
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    BC6H_SF16 = 21,
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    ASTC_2D_4X4 = 22,
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    G8R8U = 23,
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    G8R8S = 24,
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    BGRA8 = 25,
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    RGBA32F = 26,
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    RG32F = 27,
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    R32F = 28,
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    R16F = 29,
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    R16U = 30,
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    R16S = 31,
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    R16UI = 32,
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    R16I = 33,
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    RG16 = 34,
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    RG16F = 35,
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    RG16UI = 36,
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    RG16I = 37,
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    RG16S = 38,
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    RGB32F = 39,
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    RGBA8_SRGB = 40,
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    RG8U = 41,
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    RG8S = 42,
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    RG32UI = 43,
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    R32UI = 44,
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    ASTC_2D_8X8 = 45,
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    ASTC_2D_8X5 = 46,
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    ASTC_2D_5X4 = 47,
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    BGRA8_SRGB = 48,
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    DXT1_SRGB = 49,
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    DXT23_SRGB = 50,
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    DXT45_SRGB = 51,
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    BC7U_SRGB = 52,
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    ASTC_2D_4X4_SRGB = 53,
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    ASTC_2D_8X8_SRGB = 54,
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    ASTC_2D_8X5_SRGB = 55,
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    ASTC_2D_5X4_SRGB = 56,
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    ASTC_2D_5X5 = 57,
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    ASTC_2D_5X5_SRGB = 58,
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    ASTC_2D_10X8 = 59,
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    ASTC_2D_10X8_SRGB = 60,
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    BGRA8 = 23,
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    RGBA32F = 24,
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    RG32F = 25,
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    R32F = 26,
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    R16F = 27,
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    R16U = 28,
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    R16S = 29,
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    R16UI = 30,
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    R16I = 31,
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    RG16 = 32,
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    RG16F = 33,
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    RG16UI = 34,
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    RG16I = 35,
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    RG16S = 36,
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    RGB32F = 37,
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    RGBA8_SRGB = 38,
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    RG8U = 39,
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    RG8S = 40,
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    RG32UI = 41,
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    R32UI = 42,
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    ASTC_2D_8X8 = 43,
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    ASTC_2D_8X5 = 44,
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    ASTC_2D_5X4 = 45,
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    BGRA8_SRGB = 46,
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    DXT1_SRGB = 47,
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    DXT23_SRGB = 48,
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    DXT45_SRGB = 49,
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    BC7U_SRGB = 50,
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    ASTC_2D_4X4_SRGB = 51,
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    ASTC_2D_8X8_SRGB = 52,
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    ASTC_2D_8X5_SRGB = 53,
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    ASTC_2D_5X4_SRGB = 54,
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    ASTC_2D_5X5 = 55,
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    ASTC_2D_5X5_SRGB = 56,
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    ASTC_2D_10X8 = 57,
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    ASTC_2D_10X8_SRGB = 58,
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    MaxColorFormat,
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    // Depth formats
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    Z32F = 61,
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    Z16 = 62,
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    Z32F = 59,
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    Z16 = 60,
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    MaxDepthFormat,
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    // DepthStencil formats
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    Z24S8 = 63,
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    S8Z24 = 64,
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    Z32FS8 = 65,
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    Z24S8 = 61,
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    S8Z24 = 62,
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    Z32FS8 = 63,
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    MaxDepthStencilFormat,
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@ -149,8 +147,6 @@ constexpr std::array<u32, MaxPixelFormat> compression_factor_table = {{
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    4, // BC6H_UF16
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    4, // BC6H_SF16
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    4, // ASTC_2D_4X4
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    1, // G8R8U
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    1, // G8R8S
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    1, // BGRA8
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    1, // RGBA32F
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    1, // RG32F
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@ -232,8 +228,6 @@ constexpr std::array<u32, MaxPixelFormat> block_width_table = {{
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    4,  // BC6H_UF16
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    4,  // BC6H_SF16
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    4,  // ASTC_2D_4X4
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    1,  // G8R8U
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    1,  // G8R8S
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    1,  // BGRA8
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    1,  // RGBA32F
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    1,  // RG32F
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@ -309,8 +303,6 @@ constexpr std::array<u32, MaxPixelFormat> block_height_table = {{
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    4, // BC6H_UF16
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    4, // BC6H_SF16
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    4, // ASTC_2D_4X4
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    1, // G8R8U
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    1, // G8R8S
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    1, // BGRA8
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    1, // RGBA32F
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    1, // RG32F
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@ -386,8 +378,6 @@ constexpr std::array<u32, MaxPixelFormat> bpp_table = {{
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    128, // BC6H_UF16
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    128, // BC6H_SF16
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    128, // ASTC_2D_4X4
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    16,  // G8R8U
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    16,  // G8R8S
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    32,  // BGRA8
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    128, // RGBA32F
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    64,  // RG32F
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