[D3D12] Fix DXN swizzle and cleanup texture swizzles
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@ -266,13 +266,8 @@ class TextureCache {
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DXGI_FORMAT dxgi_format_resolve_tile;
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DXGI_FORMAT dxgi_format_resolve_tile;
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ResolveTileMode resolve_tile_mode;
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ResolveTileMode resolve_tile_mode;
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// Whether the red component must be replicated in the SRV swizzle, for
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// Mapping of Xenos swizzle components to DXGI format components.
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// single-component formats. At least for DXT3A/DXT5A, this is according to
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uint8_t swizzle[4];
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// http://fileadmin.cs.lth.se/cs/Personal/Michael_Doggett/talks/unc-xenos-doggett.pdf
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// k_8 is also used with RGBA swizzle, but assumes replicated components, in
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// Halo 3 sprites, thus it appears that all single-component formats should
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// have RRRR swizzle.
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bool replicate_component;
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};
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};
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union TextureKey {
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union TextureKey {
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