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GS/Metal: Add FLOAT32_TO_FLOAT24 case to DepthStencil texture format for shader convert.
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@ -1118,6 +1118,7 @@ bool GSDeviceMTL::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
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pdesc.depthAttachmentPixelFormat = MTLPixelFormatInvalid;
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pdesc.depthAttachmentPixelFormat = MTLPixelFormatInvalid;
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break;
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break;
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case ShaderConvert::DEPTH_COPY:
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case ShaderConvert::DEPTH_COPY:
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case ShaderConvert::FLOAT32_TO_FLOAT24:
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case ShaderConvert::RGBA8_TO_FLOAT32:
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case ShaderConvert::RGBA8_TO_FLOAT32:
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case ShaderConvert::RGBA8_TO_FLOAT24:
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case ShaderConvert::RGBA8_TO_FLOAT24:
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case ShaderConvert::RGBA8_TO_FLOAT16:
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case ShaderConvert::RGBA8_TO_FLOAT16:
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