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GL: Add Y16_X16_FLOAT tex format (untested.)
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1 changed files with 10 additions and 0 deletions
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@ -324,6 +324,16 @@ public:
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}
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break;
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case CELL_GCM_TEXTURE_Y16_X16_FLOAT: // Two fp16 values
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RG, GL_HALF_FLOAT, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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static const GLint swizzleMaskX32_Y16_X16_FLOAT[] = { GL_GREEN, GL_RED, GL_GREEN, GL_RED };
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glRemap = swizzleMaskX32_Y16_X16_FLOAT;
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}
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break;
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case CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8:
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{
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// TODO: Probably need to actually unswizzle if is_swizzled.
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