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	Merge pull request #1920 from heapo/texture_format_selection
Texture format fixes for RGBA16UI for copies and R16U when used as depth
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						42427b9c7a
					
				@ -101,8 +101,18 @@ std::size_t SurfaceParams::InnerMemorySize(bool force_gl, bool layer_only,
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    params.srgb_conversion = config.tic.IsSrgbConversionEnabled();
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    params.pixel_format = PixelFormatFromTextureFormat(config.tic.format, config.tic.r_type.Value(),
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                                                       params.srgb_conversion);
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    if (params.pixel_format == PixelFormat::R16U && config.tsc.depth_compare_enabled) {
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        // Some titles create a 'R16U' (normalized 16-bit) texture with depth_compare enabled,
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        // then attempt to sample from it via a shadow sampler. Convert format to Z16 (which also
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        // causes GetFormatType to properly return 'Depth' below).
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        params.pixel_format = PixelFormat::Z16;
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    }
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    params.component_type = ComponentTypeFromTexture(config.tic.r_type.Value());
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    params.type = GetFormatType(params.pixel_format);
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    UNIMPLEMENTED_IF(params.type == SurfaceType::ColorTexture && config.tsc.depth_compare_enabled);
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    params.width = Common::AlignUp(config.tic.Width(), GetCompressionFactor(params.pixel_format));
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    params.height = Common::AlignUp(config.tic.Height(), GetCompressionFactor(params.pixel_format));
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    params.unaligned_height = config.tic.Height();
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@ -257,7 +267,7 @@ static constexpr std::array<FormatTuple, VideoCore::Surface::MaxPixelFormat> tex
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    {GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, ComponentType::UInt, false},           // R8UI
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    {GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, ComponentType::Float, false},                 // RGBA16F
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    {GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT, ComponentType::UNorm, false},              // RGBA16U
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    {GL_RGBA16UI, GL_RGBA, GL_UNSIGNED_SHORT, ComponentType::UInt, false},             // RGBA16UI
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    {GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, ComponentType::UInt, false},     // RGBA16UI
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    {GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, ComponentType::Float,
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     false},                                                                     // R11FG11FB10F
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    {GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT, ComponentType::UInt, false}, // RGBA32UI
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