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Ryujinx/Ryujinx.Graphics.Gpu/State/ZetaFormat.cs

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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Depth-stencil texture format.
/// </summary>
enum ZetaFormat
{
D32Float = 0xa,
D16Unorm = 0x13,
D24UnormS8Uint = 0x14,
D24Unorm = 0x15,
S8UintD24Unorm = 0x16,
S8Uint = 0x17,
D32FloatS8Uint = 0x19
}
static class ZetaFormatConverter
{
/// <summary>
/// Converts the depth-stencil texture format to a host compatible format.
/// </summary>
/// <param name="format">Depth-stencil format</param>
/// <returns>Host compatible format enum value</returns>
public static FormatInfo Convert(this ZetaFormat format)
{
return format switch
{
ZetaFormat.D32Float => new FormatInfo(Format.D32Float, 1, 1, 4, 1),
ZetaFormat.D16Unorm => new FormatInfo(Format.D16Unorm, 1, 1, 2, 1),
ZetaFormat.D24UnormS8Uint => new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 2),
ZetaFormat.D24Unorm => new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 1),
ZetaFormat.S8UintD24Unorm => new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 2),
ZetaFormat.S8Uint => new FormatInfo(Format.S8Uint, 1, 1, 1, 1),
ZetaFormat.D32FloatS8Uint => new FormatInfo(Format.D32FloatS8Uint, 1, 1, 8, 2),
_ => FormatInfo.Default
};
}
}
}