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GL: Fix the compressed R8B8 / B8R8 type formats.
The not-swizzled bit is always set for them.
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parent
612e515317
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1 changed files with 2 additions and 4 deletions
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@ -368,9 +368,8 @@ public:
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}
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}
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break;
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break;
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case CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8:
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case CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8 & ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN):
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{
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{
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// TODO: Probably need to actually unswizzle if is_swizzled.
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const u32 numPixels = tex.GetWidth() * tex.GetHeight();
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const u32 numPixels = tex.GetWidth() * tex.GetHeight();
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unswizzledPixels = (u8 *)malloc(numPixels * 4);
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unswizzledPixels = (u8 *)malloc(numPixels * 4);
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// TODO: Speed.
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// TODO: Speed.
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@ -394,9 +393,8 @@ public:
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}
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}
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break;
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break;
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case CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8:
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case CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8 & ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN):
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{
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{
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// TODO: Probably need to actually unswizzle if is_swizzled.
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const u32 numPixels = tex.GetWidth() * tex.GetHeight();
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const u32 numPixels = tex.GetWidth() * tex.GetHeight();
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unswizzledPixels = (u8 *)malloc(numPixels * 4);
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unswizzledPixels = (u8 *)malloc(numPixels * 4);
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// TODO: Speed.
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// TODO: Speed.
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