d3d12: Add D8R8G8B8 format to texture
Should fix human.ppu.elf
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@@ -118,13 +118,17 @@ size_t D3D12GSRender::UploadTextures()
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case CELL_GCM_TEXTURE_W32_Z32_Y32_X32_FLOAT:
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case CELL_GCM_TEXTURE_W32_Z32_Y32_X32_FLOAT:
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case CELL_GCM_TEXTURE_X32_FLOAT:
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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_D1R5G5B5:
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case CELL_GCM_TEXTURE_D8R8G8B8:
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case CELL_GCM_TEXTURE_Y16_X16_FLOAT:
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case CELL_GCM_TEXTURE_Y16_X16_FLOAT:
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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_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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case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8:
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default:
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default:
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LOG_ERROR(RSX, "Unimplemented Texture format");
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LOG_ERROR(RSX, "Unimplemented Texture format");
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break;
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break;
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case CELL_GCM_TEXTURE_D8R8G8B8:
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dxgiFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
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blockSizeInByte = 4;
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blockWidthInPixel = 1, blockHeightInPixel = 1;
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break;
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case CELL_GCM_TEXTURE_A8R8G8B8:
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case CELL_GCM_TEXTURE_A8R8G8B8:
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dxgiFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
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dxgiFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
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blockSizeInByte = 4;
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blockSizeInByte = 4;
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