metal use MTLPixelFormatDepth16Unorm for D16 format (#3246)
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@ -329,7 +329,7 @@ namespace bgfx { namespace mtl
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{ MTLPixelFormatRGB10A2Unorm, MTLPixelFormatInvalid, MTLReadWriteTextureTierNone, { $R, $G, $B, $A }, true }, // RGB10A2
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{ MTLPixelFormatRG11B10Float, MTLPixelFormatInvalid, MTLReadWriteTextureTierNone, { $R, $G, $B, $A }, true }, // RG11B10F
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{ MTLPixelFormatInvalid, MTLPixelFormatInvalid, MTLReadWriteTextureTierNone, { $R, $G, $B, $A }, false }, // UnknownDepth
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{ MTLPixelFormatDepth32Float, MTLPixelFormatInvalid, MTLReadWriteTextureTierNone, { $R, $G, $B, $A }, false }, // D16
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{ MTLPixelFormatDepth16Unorm, MTLPixelFormatInvalid, MTLReadWriteTextureTierNone, { $R, $G, $B, $A }, false }, // D16
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{ MTLPixelFormatDepth32Float, MTLPixelFormatInvalid, MTLReadWriteTextureTierNone, { $R, $G, $B, $A }, false }, // D24
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{ MTLPixelFormat(255/*Depth24Unorm_Stencil8*/), MTLPixelFormatInvalid, MTLReadWriteTextureTierNone, { $R, $G, $B, $A }, false }, // D24S8
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{ MTLPixelFormatDepth32Float, MTLPixelFormatInvalid, MTLReadWriteTextureTierNone, { $R, $G, $B, $A }, false }, // D32
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@ -687,6 +687,10 @@ BX_STATIC_ASSERT(BX_COUNTOF(s_accessNames) == Access::Count, "Invalid s_accessNa
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: 0
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;
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if (!(iOSVersionEqualOrGreater("13.0.0") || macOSVersionEqualOrGreater(12, 0, 0))){
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s_textureFormat[TextureFormat::D16].m_fmt = MTLPixelFormatDepth32Float;
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}
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for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
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{
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uint16_t support = 0;
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