Addded a few duplicated depth copy texture formats to the enum
in TextureDecoder.h. These texture formats were already implemented
in TextureCacheBase and the ogl/dx11 texture cache implementations.
Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
A texture was still being bound when OMSetRenderTargets is called.
State manager resource cache must be flushed to unbind it.
This fixes The Last Story cut scene rendering.
With strings, we don't need to care about passing in a length, since it internally stores it. So now, we don't even need a length parameter for these functions anymore as well.
This also kills off some sprintf_s calls.
We need to explicitly round when converting colors from float to uint
because multiplying a normalized float by 255 might not result in a whole
number. (The exact result here may vary depending on your
drivers/hardware.)
Ideally, we shouldn't be using floating point here, but fixing that is a
much more complicated patch.
Fixes gxtest TEV tests using Intel HD 4000.