forked from mirrors/0ad
Ands new depth stencil format to support all combinations on Vulkan.
Tested By: hyperion, nwtour Differential Revision: https://code.wildfiregames.com/D4878 This was SVN commit r27421.
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@@ -519,14 +519,14 @@ void ShadowMapInternals::CreateTexture()
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const char* formatName;
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Renderer::Backend::Format backendFormat = Renderer::Backend::Format::UNDEFINED;
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#if CONFIG2_GLES
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formatName = "Format::D24";
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backendFormat = Renderer::Backend::Format::D24;
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formatName = "Format::D24_UNORM";
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backendFormat = Renderer::Backend::Format::D24_UNORM;
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#else
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switch (DepthTextureBits)
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{
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case 16: formatName = "Format::D16"; backendFormat = Renderer::Backend::Format::D16; break;
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case 24: formatName = "Format::D24"; backendFormat = Renderer::Backend::Format::D24; break;
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case 32: formatName = "Format::D32"; backendFormat = Renderer::Backend::Format::D32; break;
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case 16: formatName = "Format::D16_UNORM"; backendFormat = Renderer::Backend::Format::D16_UNORM; break;
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case 24: formatName = "Format::D24_UNORM"; backendFormat = Renderer::Backend::Format::D24_UNORM; break;
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case 32: formatName = "Format::D32_SFLOAT"; backendFormat = Renderer::Backend::Format::D32_SFLOAT; break;
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default:
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formatName = "Default";
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backendFormat = backendDevice->GetPreferredDepthStencilFormat(
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